/**
 * @author mrdoob / http://mrdoob.com/
 * @author Larry Battle / http://bateru.com/news
 * @author bhouston / http://exocortex.com
 */

var THREE = THREE || { REVISION: '59' };

self.console = self.console || {

  info: function () {},
  log: function () {},
  debug: function () {},
  warn: function () {},
  error: function () {}

};

String.prototype.trim = String.prototype.trim || function () {

  return this.replace( /^\s+|\s+$/g, '' );

};

// based on https://github.com/documentcloud/underscore/blob/bf657be243a075b5e72acc8a83e6f12a564d8f55/underscore.js#L767
THREE.extend = function ( obj, source ) {

  // ECMAScript5 compatibility based on: http://www.nczonline.net/blog/2012/12/11/are-your-mixins-ecmascript-5-compatible/
  if ( Object.keys ) {

    var keys = Object.keys( source );

    for (var i = 0, il = keys.length; i < il; i++) {

      var prop = keys[i];
      Object.defineProperty( obj, prop, Object.getOwnPropertyDescriptor( source, prop ) );

    }

  } else {

    var safeHasOwnProperty = {}.hasOwnProperty;

    for ( var prop in source ) {

      if ( safeHasOwnProperty.call( source, prop ) ) {

        obj[prop] = source[prop];

      }

    }

  }

  return obj;

};

// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating

// requestAnimationFrame polyfill by Erik Möller
// fixes from Paul Irish and Tino Zijdel
// using 'self' instead of 'window' for compatibility with both NodeJS and IE10.
( function () {

  var lastTime = 0;
  var vendors = [ 'ms', 'moz', 'webkit', 'o' ];

  for ( var x = 0; x < vendors.length && !self.requestAnimationFrame; ++ x ) {

    self.requestAnimationFrame = self[ vendors[ x ] + 'RequestAnimationFrame' ];
    self.cancelAnimationFrame = self[ vendors[ x ] + 'CancelAnimationFrame' ] || self[ vendors[ x ] + 'CancelRequestAnimationFrame' ];

  }

  if ( self.requestAnimationFrame === undefined && self['setTimeout'] !== undefined ) {

    self.requestAnimationFrame = function ( callback ) {

      var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
      var id = self.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
      lastTime = currTime + timeToCall;
      return id;

    };

  }

  if( self.cancelAnimationFrame === undefined && self['clearTimeout'] !== undefined ) {

    self.cancelAnimationFrame = function ( id ) { self.clearTimeout( id ) };

  }

}() );

// GL STATE CONSTANTS

THREE.CullFaceNone = 0;
THREE.CullFaceBack = 1;
THREE.CullFaceFront = 2;
THREE.CullFaceFrontBack = 3;

THREE.FrontFaceDirectionCW = 0;
THREE.FrontFaceDirectionCCW = 1;

// SHADOWING TYPES

THREE.BasicShadowMap = 0;
THREE.PCFShadowMap = 1;
THREE.PCFSoftShadowMap = 2;

// MATERIAL CONSTANTS

// side

THREE.FrontSide = 0;
THREE.BackSide = 1;
THREE.DoubleSide = 2;

// shading

THREE.NoShading = 0;
THREE.FlatShading = 1;
THREE.SmoothShading = 2;

// colors

THREE.NoColors = 0;
THREE.FaceColors = 1;
THREE.VertexColors = 2;

// blending modes

THREE.NoBlending = 0;
THREE.NormalBlending = 1;
THREE.AdditiveBlending = 2;
THREE.SubtractiveBlending = 3;
THREE.MultiplyBlending = 4;
THREE.CustomBlending = 5;

// custom blending equations
// (numbers start from 100 not to clash with other
//  mappings to OpenGL constants defined in Texture.js)

THREE.AddEquation = 100;
THREE.SubtractEquation = 101;
THREE.ReverseSubtractEquation = 102;

// custom blending destination factors

THREE.ZeroFactor = 200;
THREE.OneFactor = 201;
THREE.SrcColorFactor = 202;
THREE.OneMinusSrcColorFactor = 203;
THREE.SrcAlphaFactor = 204;
THREE.OneMinusSrcAlphaFactor = 205;
THREE.DstAlphaFactor = 206;
THREE.OneMinusDstAlphaFactor = 207;

// custom blending source factors

//THREE.ZeroFactor = 200;
//THREE.OneFactor = 201;
//THREE.SrcAlphaFactor = 204;
//THREE.OneMinusSrcAlphaFactor = 205;
//THREE.DstAlphaFactor = 206;
//THREE.OneMinusDstAlphaFactor = 207;
THREE.DstColorFactor = 208;
THREE.OneMinusDstColorFactor = 209;
THREE.SrcAlphaSaturateFactor = 210;


// TEXTURE CONSTANTS

THREE.MultiplyOperation = 0;
THREE.MixOperation = 1;
THREE.AddOperation = 2;

// Mapping modes

THREE.UVMapping = function () {};

THREE.CubeReflectionMapping = function () {};
THREE.CubeRefractionMapping = function () {};

THREE.SphericalReflectionMapping = function () {};
THREE.SphericalRefractionMapping = function () {};

// Wrapping modes

THREE.RepeatWrapping = 1000;
THREE.ClampToEdgeWrapping = 1001;
THREE.MirroredRepeatWrapping = 1002;

// Filters

THREE.NearestFilter = 1003;
THREE.NearestMipMapNearestFilter = 1004;
THREE.NearestMipMapLinearFilter = 1005;
THREE.LinearFilter = 1006;
THREE.LinearMipMapNearestFilter = 1007;
THREE.LinearMipMapLinearFilter = 1008;

// Data types

THREE.UnsignedByteType = 1009;
THREE.ByteType = 1010;
THREE.ShortType = 1011;
THREE.UnsignedShortType = 1012;
THREE.IntType = 1013;
THREE.UnsignedIntType = 1014;
THREE.FloatType = 1015;

// Pixel types

//THREE.UnsignedByteType = 1009;
THREE.UnsignedShort4444Type = 1016;
THREE.UnsignedShort5551Type = 1017;
THREE.UnsignedShort565Type = 1018;

// Pixel formats

THREE.AlphaFormat = 1019;
THREE.RGBFormat = 1020;
THREE.RGBAFormat = 1021;
THREE.LuminanceFormat = 1022;
THREE.LuminanceAlphaFormat = 1023;

// Compressed texture formats

THREE.RGB_S3TC_DXT1_Format = 2001;
THREE.RGBA_S3TC_DXT1_Format = 2002;
THREE.RGBA_S3TC_DXT3_Format = 2003;
THREE.RGBA_S3TC_DXT5_Format = 2004;

/*
// Potential future PVRTC compressed texture formats
THREE.RGB_PVRTC_4BPPV1_Format = 2100;
THREE.RGB_PVRTC_2BPPV1_Format = 2101;
THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
*/

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.Color = function ( value ) {

  if ( value !== undefined ) this.set( value );

  return this;

};

THREE.Color.prototype = {

  constructor: THREE.Color,

  r: 1, g: 1, b: 1,

  set: function ( value ) {

    if ( value instanceof THREE.Color ) {

      this.copy( value );

    } else if ( typeof value === 'number' ) {

      this.setHex( value );

    } else if ( typeof value === 'string' ) {

      this.setStyle( value );

    }

    return this;

  },

  setHex: function ( hex ) {

    hex = Math.floor( hex );

    this.r = ( hex >> 16 & 255 ) / 255;
    this.g = ( hex >> 8 & 255 ) / 255;
    this.b = ( hex & 255 ) / 255;

    return this;

  },

  setRGB: function ( r, g, b ) {

    this.r = r;
    this.g = g;
    this.b = b;

    return this;

  },

  setHSL: function ( h, s, l ) {

    // h,s,l ranges are in 0.0 - 1.0

    if ( s === 0 ) {

      this.r = this.g = this.b = l;

    } else {

      var hue2rgb = function ( p, q, t ) {

        if ( t < 0 ) t += 1;
        if ( t > 1 ) t -= 1;
        if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
        if ( t < 1 / 2 ) return q;
        if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
        return p;

      };

      var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
      var q = ( 2 * l ) - p;

      this.r = hue2rgb( q, p, h + 1 / 3 );
      this.g = hue2rgb( q, p, h );
      this.b = hue2rgb( q, p, h - 1 / 3 );

    }

    return this;

  },

  setStyle: function ( style ) {

    // rgb(255,0,0)

    if ( /^rgb\((\d+),(\d+),(\d+)\)$/i.test( style ) ) {

      var color = /^rgb\((\d+),(\d+),(\d+)\)$/i.exec( style );

      this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
      this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
      this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;

      return this;

    }

    // rgb(100%,0%,0%)

    if ( /^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.test( style ) ) {

      var color = /^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.exec( style );

      this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
      this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
      this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;

      return this;

    }

    // #ff0000

    if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {

      var color = /^\#([0-9a-f]{6})$/i.exec( style );

      this.setHex( parseInt( color[ 1 ], 16 ) );

      return this;

    }

    // #f00

    if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {

      var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );

      this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );

      return this;

    }

    // red

    if ( /^(\w+)$/i.test( style ) ) {

      this.setHex( THREE.ColorKeywords[ style ] );

      return this;

    }


  },

  copy: function ( color ) {

    this.r = color.r;
    this.g = color.g;
    this.b = color.b;

    return this;

  },

  copyGammaToLinear: function ( color ) {

    this.r = color.r * color.r;
    this.g = color.g * color.g;
    this.b = color.b * color.b;

    return this;

  },

  copyLinearToGamma: function ( color ) {

    this.r = Math.sqrt( color.r );
    this.g = Math.sqrt( color.g );
    this.b = Math.sqrt( color.b );

    return this;

  },

  convertGammaToLinear: function () {

    var r = this.r, g = this.g, b = this.b;

    this.r = r * r;
    this.g = g * g;
    this.b = b * b;

    return this;

  },

  convertLinearToGamma: function () {

    this.r = Math.sqrt( this.r );
    this.g = Math.sqrt( this.g );
    this.b = Math.sqrt( this.b );

    return this;

  },

  getHex: function () {

    return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;

  },

  getHexString: function () {

    return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );

  },

  getHSL: function () {

    var hsl = { h: 0, s: 0, l: 0 };

    return function () {

      // h,s,l ranges are in 0.0 - 1.0

      var r = this.r, g = this.g, b = this.b;

      var max = Math.max( r, g, b );
      var min = Math.min( r, g, b );

      var hue, saturation;
      var lightness = ( min + max ) / 2.0;

      if ( min === max ) {

        hue = 0;
        saturation = 0;

      } else {

        var delta = max - min;

        saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );

        switch ( max ) {

          case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
          case g: hue = ( b - r ) / delta + 2; break;
          case b: hue = ( r - g ) / delta + 4; break;

        }

        hue /= 6;

      }

      hsl.h = hue;
      hsl.s = saturation;
      hsl.l = lightness;

      return hsl;

    };

  }(),

  getStyle: function () {

    return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';

  },

  offsetHSL: function ( h, s, l ) {

    var hsl = this.getHSL();

    hsl.h += h; hsl.s += s; hsl.l += l;

    this.setHSL( hsl.h, hsl.s, hsl.l );

    return this;

  },

  add: function ( color ) {

    this.r += color.r;
    this.g += color.g;
    this.b += color.b;

    return this;

  },

  addColors: function ( color1, color2 ) {

    this.r = color1.r + color2.r;
    this.g = color1.g + color2.g;
    this.b = color1.b + color2.b;

    return this;

  },

  addScalar: function ( s ) {

    this.r += s;
    this.g += s;
    this.b += s;

    return this;

  },

  multiply: function ( color ) {

    this.r *= color.r;
    this.g *= color.g;
    this.b *= color.b;

    return this;

  },

  multiplyScalar: function ( s ) {

    this.r *= s;
    this.g *= s;
    this.b *= s;

    return this;

  },

  lerp: function ( color, alpha ) {

    this.r += ( color.r - this.r ) * alpha;
    this.g += ( color.g - this.g ) * alpha;
    this.b += ( color.b - this.b ) * alpha;

    return this;

  },

  equals: function ( c ) {

    return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );

  },

  clone: function () {

    return new THREE.Color().setRGB( this.r, this.g, this.b );

  }

};

THREE.ColorKeywords = { "aliceblue": 0xF0F8FF, "antiquewhite": 0xFAEBD7, "aqua": 0x00FFFF, "aquamarine": 0x7FFFD4, "azure": 0xF0FFFF,
"beige": 0xF5F5DC, "bisque": 0xFFE4C4, "black": 0x000000, "blanchedalmond": 0xFFEBCD, "blue": 0x0000FF, "blueviolet": 0x8A2BE2,
"brown": 0xA52A2A, "burlywood": 0xDEB887, "cadetblue": 0x5F9EA0, "chartreuse": 0x7FFF00, "chocolate": 0xD2691E, "coral": 0xFF7F50,
"cornflowerblue": 0x6495ED, "cornsilk": 0xFFF8DC, "crimson": 0xDC143C, "cyan": 0x00FFFF, "darkblue": 0x00008B, "darkcyan": 0x008B8B,
"darkgoldenrod": 0xB8860B, "darkgray": 0xA9A9A9, "darkgreen": 0x006400, "darkgrey": 0xA9A9A9, "darkkhaki": 0xBDB76B, "darkmagenta": 0x8B008B,
"darkolivegreen": 0x556B2F, "darkorange": 0xFF8C00, "darkorchid": 0x9932CC, "darkred": 0x8B0000, "darksalmon": 0xE9967A, "darkseagreen": 0x8FBC8F,
"darkslateblue": 0x483D8B, "darkslategray": 0x2F4F4F, "darkslategrey": 0x2F4F4F, "darkturquoise": 0x00CED1, "darkviolet": 0x9400D3,
"deeppink": 0xFF1493, "deepskyblue": 0x00BFFF, "dimgray": 0x696969, "dimgrey": 0x696969, "dodgerblue": 0x1E90FF, "firebrick": 0xB22222,
"floralwhite": 0xFFFAF0, "forestgreen": 0x228B22, "fuchsia": 0xFF00FF, "gainsboro": 0xDCDCDC, "ghostwhite": 0xF8F8FF, "gold": 0xFFD700,
"goldenrod": 0xDAA520, "gray": 0x808080, "green": 0x008000, "greenyellow": 0xADFF2F, "grey": 0x808080, "honeydew": 0xF0FFF0, "hotpink": 0xFF69B4,
"indianred": 0xCD5C5C, "indigo": 0x4B0082, "ivory": 0xFFFFF0, "khaki": 0xF0E68C, "lavender": 0xE6E6FA, "lavenderblush": 0xFFF0F5, "lawngreen": 0x7CFC00,
"lemonchiffon": 0xFFFACD, "lightblue": 0xADD8E6, "lightcoral": 0xF08080, "lightcyan": 0xE0FFFF, "lightgoldenrodyellow": 0xFAFAD2, "lightgray": 0xD3D3D3,
"lightgreen": 0x90EE90, "lightgrey": 0xD3D3D3, "lightpink": 0xFFB6C1, "lightsalmon": 0xFFA07A, "lightseagreen": 0x20B2AA, "lightskyblue": 0x87CEFA,
"lightslategray": 0x778899, "lightslategrey": 0x778899, "lightsteelblue": 0xB0C4DE, "lightyellow": 0xFFFFE0, "lime": 0x00FF00, "limegreen": 0x32CD32,
"linen": 0xFAF0E6, "magenta": 0xFF00FF, "maroon": 0x800000, "mediumaquamarine": 0x66CDAA, "mediumblue": 0x0000CD, "mediumorchid": 0xBA55D3,
"mediumpurple": 0x9370DB, "mediumseagreen": 0x3CB371, "mediumslateblue": 0x7B68EE, "mediumspringgreen": 0x00FA9A, "mediumturquoise": 0x48D1CC,
"mediumvioletred": 0xC71585, "midnightblue": 0x191970, "mintcream": 0xF5FFFA, "mistyrose": 0xFFE4E1, "moccasin": 0xFFE4B5, "navajowhite": 0xFFDEAD,
"navy": 0x000080, "oldlace": 0xFDF5E6, "olive": 0x808000, "olivedrab": 0x6B8E23, "orange": 0xFFA500, "orangered": 0xFF4500, "orchid": 0xDA70D6,
"palegoldenrod": 0xEEE8AA, "palegreen": 0x98FB98, "paleturquoise": 0xAFEEEE, "palevioletred": 0xDB7093, "papayawhip": 0xFFEFD5, "peachpuff": 0xFFDAB9,
"peru": 0xCD853F, "pink": 0xFFC0CB, "plum": 0xDDA0DD, "powderblue": 0xB0E0E6, "purple": 0x800080, "red": 0xFF0000, "rosybrown": 0xBC8F8F,
"royalblue": 0x4169E1, "saddlebrown": 0x8B4513, "salmon": 0xFA8072, "sandybrown": 0xF4A460, "seagreen": 0x2E8B57, "seashell": 0xFFF5EE,
"sienna": 0xA0522D, "silver": 0xC0C0C0, "skyblue": 0x87CEEB, "slateblue": 0x6A5ACD, "slategray": 0x708090, "slategrey": 0x708090, "snow": 0xFFFAFA,
"springgreen": 0x00FF7F, "steelblue": 0x4682B4, "tan": 0xD2B48C, "teal": 0x008080, "thistle": 0xD8BFD8, "tomato": 0xFF6347, "turquoise": 0x40E0D0,
"violet": 0xEE82EE, "wheat": 0xF5DEB3, "white": 0xFFFFFF, "whitesmoke": 0xF5F5F5, "yellow": 0xFFFF00, "yellowgreen": 0x9ACD32 };

/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 * @author WestLangley / http://github.com/WestLangley
 * @author bhouston / http://exocortex.com
 */

THREE.Quaternion = function ( x, y, z, w ) {

  this._x = x || 0;
  this._y = y || 0;
  this._z = z || 0;
  this._w = ( w !== undefined ) ? w : 1;

};

THREE.Quaternion.prototype = {

  constructor: THREE.Quaternion,

  _x: 0,_y: 0, _z: 0, _w: 0,

  _euler: undefined,

  _updateEuler: function ( callback ) {

    if ( this._euler !== undefined ) {

      this._euler.setFromQuaternion( this, undefined, false );

    }

  },

  get x () {

    return this._x;

  },

  set x ( value ) {

    this._x = value;
    this._updateEuler();

  },

  get y () {

    return this._y;

  },

  set y ( value ) {

    this._y = value;
    this._updateEuler();

  },

  get z () {

    return this._z;

  },

  set z ( value ) {

    this._z = value;
    this._updateEuler();

  },

  get w () {

    return this._w;

  },

  set w ( value ) {

    this._w = value;
    this._updateEuler();

  },

  set: function ( x, y, z, w ) {

    this._x = x;
    this._y = y;
    this._z = z;
    this._w = w;

    this._updateEuler();

    return this;

  },

  copy: function ( quaternion ) {

    this._x = quaternion._x;
    this._y = quaternion._y;
    this._z = quaternion._z;
    this._w = quaternion._w;

    this._updateEuler();

    return this;

  },

  setFromEuler: function ( euler, update ) {

    if ( typeof euler['order'] === undefined ) {

      console.error( 'ERROR: Quaternion\'s .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.  Please update your code.' );
    }

    // http://www.mathworks.com/matlabcentral/fileexchange/
    //  20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
    //  content/SpinCalc.m

    var c1 = Math.cos( euler._x / 2 );
    var c2 = Math.cos( euler._y / 2 );
    var c3 = Math.cos( euler._z / 2 );
    var s1 = Math.sin( euler._x / 2 );
    var s2 = Math.sin( euler._y / 2 );
    var s3 = Math.sin( euler._z / 2 );

    if ( euler.order === undefined || euler.order === 'XYZ' ) {

      this._x = s1 * c2 * c3 + c1 * s2 * s3;
      this._y = c1 * s2 * c3 - s1 * c2 * s3;
      this._z = c1 * c2 * s3 + s1 * s2 * c3;
      this._w = c1 * c2 * c3 - s1 * s2 * s3;

    } else if ( euler.order === 'YXZ' ) {

      this._x = s1 * c2 * c3 + c1 * s2 * s3;
      this._y = c1 * s2 * c3 - s1 * c2 * s3;
      this._z = c1 * c2 * s3 - s1 * s2 * c3;
      this._w = c1 * c2 * c3 + s1 * s2 * s3;

    } else if ( euler.order === 'ZXY' ) {

      this._x = s1 * c2 * c3 - c1 * s2 * s3;
      this._y = c1 * s2 * c3 + s1 * c2 * s3;
      this._z = c1 * c2 * s3 + s1 * s2 * c3;
      this._w = c1 * c2 * c3 - s1 * s2 * s3;

    } else if ( euler.order === 'ZYX' ) {

      this._x = s1 * c2 * c3 - c1 * s2 * s3;
      this._y = c1 * s2 * c3 + s1 * c2 * s3;
      this._z = c1 * c2 * s3 - s1 * s2 * c3;
      this._w = c1 * c2 * c3 + s1 * s2 * s3;

    } else if ( euler.order === 'YZX' ) {

      this._x = s1 * c2 * c3 + c1 * s2 * s3;
      this._y = c1 * s2 * c3 + s1 * c2 * s3;
      this._z = c1 * c2 * s3 - s1 * s2 * c3;
      this._w = c1 * c2 * c3 - s1 * s2 * s3;

    } else if ( euler.order === 'XZY' ) {

      this._x = s1 * c2 * c3 - c1 * s2 * s3;
      this._y = c1 * s2 * c3 - s1 * c2 * s3;
      this._z = c1 * c2 * s3 + s1 * s2 * c3;
      this._w = c1 * c2 * c3 + s1 * s2 * s3;

    }

    if ( update !== false ) this._updateEuler();

    return this;

  },

  setFromAxisAngle: function ( axis, angle ) {

    // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
    // axis have to be normalized

    var halfAngle = angle / 2, s = Math.sin( halfAngle );

    this._x = axis.x * s;
    this._y = axis.y * s;
    this._z = axis.z * s;
    this._w = Math.cos( halfAngle );

    this._updateEuler();

    return this;

  },

  setFromRotationMatrix: function ( m ) {

    // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm

    // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

    var te = m.elements,

      m11 = te[0], m12 = te[4], m13 = te[8],
      m21 = te[1], m22 = te[5], m23 = te[9],
      m31 = te[2], m32 = te[6], m33 = te[10],

      trace = m11 + m22 + m33,
      s;

    if ( trace > 0 ) {

      s = 0.5 / Math.sqrt( trace + 1.0 );

      this._w = 0.25 / s;
      this._x = ( m32 - m23 ) * s;
      this._y = ( m13 - m31 ) * s;
      this._z = ( m21 - m12 ) * s;

    } else if ( m11 > m22 && m11 > m33 ) {

      s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );

      this._w = (m32 - m23 ) / s;
      this._x = 0.25 * s;
      this._y = (m12 + m21 ) / s;
      this._z = (m13 + m31 ) / s;

    } else if ( m22 > m33 ) {

      s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );

      this._w = (m13 - m31 ) / s;
      this._x = (m12 + m21 ) / s;
      this._y = 0.25 * s;
      this._z = (m23 + m32 ) / s;

    } else {

      s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );

      this._w = ( m21 - m12 ) / s;
      this._x = ( m13 + m31 ) / s;
      this._y = ( m23 + m32 ) / s;
      this._z = 0.25 * s;

    }

    this._updateEuler();

    return this;

  },

  inverse: function () {

    this.conjugate().normalize();

    return this;

  },

  conjugate: function () {

    this._x *= -1;
    this._y *= -1;
    this._z *= -1;

    this._updateEuler();

    return this;

  },

  lengthSq: function () {

    return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;

  },

  length: function () {

    return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );

  },

  normalize: function () {

    var l = this.length();

    if ( l === 0 ) {

      this._x = 0;
      this._y = 0;
      this._z = 0;
      this._w = 1;

    } else {

      l = 1 / l;

      this._x = this._x * l;
      this._y = this._y * l;
      this._z = this._z * l;
      this._w = this._w * l;

    }

    return this;

  },

  multiply: function ( q, p ) {

    if ( p !== undefined ) {

      console.warn( 'DEPRECATED: Quaternion\'s .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
      return this.multiplyQuaternions( q, p );

    }

    return this.multiplyQuaternions( this, q );

  },

  multiplyQuaternions: function ( a, b ) {

    // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm

    var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
    var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;

    this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
    this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
    this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
    this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;

    this._updateEuler();

    return this;

  },

  multiplyVector3: function ( vector ) {

    console.warn( 'DEPRECATED: Quaternion\'s .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
    return vector.applyQuaternion( this );

  },

  slerp: function ( qb, t ) {

    var x = this._x, y = this._y, z = this._z, w = this._w;

    // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/

    var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;

    if ( cosHalfTheta < 0 ) {

      this._w = -qb._w;
      this._x = -qb._x;
      this._y = -qb._y;
      this._z = -qb._z;

      cosHalfTheta = -cosHalfTheta;

    } else {

      this.copy( qb );

    }

    if ( cosHalfTheta >= 1.0 ) {

      this._w = w;
      this._x = x;
      this._y = y;
      this._z = z;

      return this;

    }

    var halfTheta = Math.acos( cosHalfTheta );
    var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );

    if ( Math.abs( sinHalfTheta ) < 0.001 ) {

      this._w = 0.5 * ( w + this._w );
      this._x = 0.5 * ( x + this._x );
      this._y = 0.5 * ( y + this._y );
      this._z = 0.5 * ( z + this._z );

      return this;

    }

    var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
    ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;

    this._w = ( w * ratioA + this._w * ratioB );
    this._x = ( x * ratioA + this._x * ratioB );
    this._y = ( y * ratioA + this._y * ratioB );
    this._z = ( z * ratioA + this._z * ratioB );

    this._updateEuler();

    return this;

  },

  equals: function ( quaternion ) {

    return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );

  },

  fromArray: function ( array ) {

    this._x = array[ 0 ];
    this._y = array[ 1 ];
    this._z = array[ 2 ];
    this._w = array[ 3 ];

    this._updateEuler();

    return this;

  },

  toArray: function () {

    return [ this._x, this._y, this._z, this._w ];

  },

  clone: function () {

    return new THREE.Quaternion( this._x, this._y, this._z, this._w );

  }

};

THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {

  return qm.copy( qa ).slerp( qb, t );

}

/**
 * @author mrdoob / http://mrdoob.com/
 * @author philogb / http://blog.thejit.org/
 * @author egraether / http://egraether.com/
 * @author zz85 / http://www.lab4games.net/zz85/blog
 */

THREE.Vector2 = function ( x, y ) {

  this.x = x || 0;
  this.y = y || 0;

};

THREE.Vector2.prototype = {

  constructor: THREE.Vector2,

  set: function ( x, y ) {

    this.x = x;
    this.y = y;

    return this;

  },

  setX: function ( x ) {

    this.x = x;

    return this;

  },

  setY: function ( y ) {

    this.y = y;

    return this;

  },


  setComponent: function ( index, value ) {

    switch ( index ) {

      case 0: this.x = value; break;
      case 1: this.y = value; break;
      default: throw new Error( "index is out of range: " + index );

    }

  },

  getComponent: function ( index ) {

    switch ( index ) {

      case 0: return this.x;
      case 1: return this.y;
      default: throw new Error( "index is out of range: " + index );

    }

  },

  copy: function ( v ) {

    this.x = v.x;
    this.y = v.y;

    return this;

  },

  add: function ( v, w ) {

    if ( w !== undefined ) {

      console.warn( 'DEPRECATED: Vector2\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
      return this.addVectors( v, w );

    }

    this.x += v.x;
    this.y += v.y;

    return this;

  },

  addVectors: function ( a, b ) {

    this.x = a.x + b.x;
    this.y = a.y + b.y;

    return this;

  },

  addScalar: function ( s ) {

    this.x += s;
    this.y += s;

    return this;

  },

  sub: function ( v, w ) {

    if ( w !== undefined ) {

      console.warn( 'DEPRECATED: Vector2\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
      return this.subVectors( v, w );

    }

    this.x -= v.x;
    this.y -= v.y;

    return this;

  },

  subVectors: function ( a, b ) {

    this.x = a.x - b.x;
    this.y = a.y - b.y;

    return this;

  },

  multiplyScalar: function ( s ) {

    this.x *= s;
    this.y *= s;

    return this;

  },

  divideScalar: function ( scalar ) {

    if ( scalar !== 0 ) {

      var invScalar = 1 / scalar;

      this.x *= invScalar;
      this.y *= invScalar;

    } else {

      this.x = 0;
      this.y = 0;

    }

    return this;

  },

  min: function ( v ) {

    if ( this.x > v.x ) {

      this.x = v.x;

    }

    if ( this.y > v.y ) {

      this.y = v.y;

    }

    return this;

  },

  max: function ( v ) {

    if ( this.x < v.x ) {

      this.x = v.x;

    }

    if ( this.y < v.y ) {

      this.y = v.y;

    }

    return this;

  },

  clamp: function ( min, max ) {

    // This function assumes min < max, if this assumption isn't true it will not operate correctly

    if ( this.x < min.x ) {

      this.x = min.x;

    } else if ( this.x > max.x ) {

      this.x = max.x;

    }

    if ( this.y < min.y ) {

      this.y = min.y;

    } else if ( this.y > max.y ) {

      this.y = max.y;

    }

    return this;

  },

  negate: function() {

    return this.multiplyScalar( - 1 );

  },

  dot: function ( v ) {

    return this.x * v.x + this.y * v.y;

  },

  lengthSq: function () {

    return this.x * this.x + this.y * this.y;

  },

  length: function () {

    return Math.sqrt( this.x * this.x + this.y * this.y );

  },

  normalize: function () {

    return this.divideScalar( this.length() );

  },

  distanceTo: function ( v ) {

    return Math.sqrt( this.distanceToSquared( v ) );

  },

  distanceToSquared: function ( v ) {

    var dx = this.x - v.x, dy = this.y - v.y;
    return dx * dx + dy * dy;

  },

  setLength: function ( l ) {

    var oldLength = this.length();

    if ( oldLength !== 0 && l !== oldLength ) {

      this.multiplyScalar( l / oldLength );
    }

    return this;

  },

  lerp: function ( v, alpha ) {

    this.x += ( v.x - this.x ) * alpha;
    this.y += ( v.y - this.y ) * alpha;

    return this;

  },

  equals: function( v ) {

    return ( ( v.x === this.x ) && ( v.y === this.y ) );

  },

  fromArray: function ( array ) {

    this.x = array[ 0 ];
    this.y = array[ 1 ];

    return this;

  },

  toArray: function () {

    return [ this.x, this.y ];

  },

  clone: function () {

    return new THREE.Vector2( this.x, this.y );

  }

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author *kile / http://kile.stravaganza.org/
 * @author philogb / http://blog.thejit.org/
 * @author mikael emtinger / http://gomo.se/
 * @author egraether / http://egraether.com/
 * @author WestLangley / http://github.com/WestLangley
 */

THREE.Vector3 = function ( x, y, z ) {

  this.x = x || 0;
  this.y = y || 0;
  this.z = z || 0;

};

THREE.Vector3.prototype = {

  constructor: THREE.Vector3,

  set: function ( x, y, z ) {

    this.x = x;
    this.y = y;
    this.z = z;

    return this;

  },

  setX: function ( x ) {

    this.x = x;

    return this;

  },

  setY: function ( y ) {

    this.y = y;

    return this;

  },

  setZ: function ( z ) {

    this.z = z;

    return this;

  },

  setComponent: function ( index, value ) {

    switch ( index ) {

      case 0: this.x = value; break;
      case 1: this.y = value; break;
      case 2: this.z = value; break;
      default: throw new Error( "index is out of range: " + index );

    }

  },

  getComponent: function ( index ) {

    switch ( index ) {

      case 0: return this.x;
      case 1: return this.y;
      case 2: return this.z;
      default: throw new Error( "index is out of range: " + index );

    }

  },

  copy: function ( v ) {

    this.x = v.x;
    this.y = v.y;
    this.z = v.z;

    return this;

  },

  add: function ( v, w ) {

    if ( w !== undefined ) {

      console.warn( 'DEPRECATED: Vector3\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
      return this.addVectors( v, w );

    }

    this.x += v.x;
    this.y += v.y;
    this.z += v.z;

    return this;

  },

  addScalar: function ( s ) {

    this.x += s;
    this.y += s;
    this.z += s;

    return this;

  },

  addVectors: function ( a, b ) {

    this.x = a.x + b.x;
    this.y = a.y + b.y;
    this.z = a.z + b.z;

    return this;

  },

  sub: function ( v, w ) {

    if ( w !== undefined ) {

      console.warn( 'DEPRECATED: Vector3\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
      return this.subVectors( v, w );

    }

    this.x -= v.x;
    this.y -= v.y;
    this.z -= v.z;

    return this;

  },

  subVectors: function ( a, b ) {

    this.x = a.x - b.x;
    this.y = a.y - b.y;
    this.z = a.z - b.z;

    return this;

  },

  multiply: function ( v, w ) {

    if ( w !== undefined ) {

      console.warn( 'DEPRECATED: Vector3\'s .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
      return this.multiplyVectors( v, w );

    }

    this.x *= v.x;
    this.y *= v.y;
    this.z *= v.z;

    return this;

  },

  multiplyScalar: function ( scalar ) {

    this.x *= scalar;
    this.y *= scalar;
    this.z *= scalar;

    return this;

  },

  multiplyVectors: function ( a, b ) {

    this.x = a.x * b.x;
    this.y = a.y * b.y;
    this.z = a.z * b.z;

    return this;

  },

  applyMatrix3: function ( m ) {

    var x = this.x;
    var y = this.y;
    var z = this.z;

    var e = m.elements;

    this.x = e[0] * x + e[3] * y + e[6] * z;
    this.y = e[1] * x + e[4] * y + e[7] * z;
    this.z = e[2] * x + e[5] * y + e[8] * z;

    return this;

  },

  applyMatrix4: function ( m ) {

    // input: THREE.Matrix4 affine matrix

    var x = this.x, y = this.y, z = this.z;

    var e = m.elements;

    this.x = e[0] * x + e[4] * y + e[8]  * z + e[12];
    this.y = e[1] * x + e[5] * y + e[9]  * z + e[13];
    this.z = e[2] * x + e[6] * y + e[10] * z + e[14];

    return this;

  },

  applyProjection: function ( m ) {

    // input: THREE.Matrix4 projection matrix

    var x = this.x, y = this.y, z = this.z;

    var e = m.elements;
    var d = 1 / ( e[3] * x + e[7] * y + e[11] * z + e[15] ); // perspective divide

    this.x = ( e[0] * x + e[4] * y + e[8]  * z + e[12] ) * d;
    this.y = ( e[1] * x + e[5] * y + e[9]  * z + e[13] ) * d;
    this.z = ( e[2] * x + e[6] * y + e[10] * z + e[14] ) * d;

    return this;

  },

  applyQuaternion: function ( q ) {

    var x = this.x;
    var y = this.y;
    var z = this.z;

    var qx = q.x;
    var qy = q.y;
    var qz = q.z;
    var qw = q.w;

    // calculate quat * vector

    var ix =  qw * x + qy * z - qz * y;
    var iy =  qw * y + qz * x - qx * z;
    var iz =  qw * z + qx * y - qy * x;
    var iw = -qx * x - qy * y - qz * z;

    // calculate result * inverse quat

    this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
    this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
    this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;

    return this;

  },

  transformDirection: function ( m ) {

    // input: THREE.Matrix4 affine matrix
    // vector interpreted as a direction

    var x = this.x, y = this.y, z = this.z;

    var e = m.elements;

    this.x = e[0] * x + e[4] * y + e[8]  * z;
    this.y = e[1] * x + e[5] * y + e[9]  * z;
    this.z = e[2] * x + e[6] * y + e[10] * z;

    this.normalize();

    return this;

  },

  divide: function ( v ) {

    this.x /= v.x;
    this.y /= v.y;
    this.z /= v.z;

    return this;

  },

  divideScalar: function ( scalar ) {

    if ( scalar !== 0 ) {

      var invScalar = 1 / scalar;

      this.x *= invScalar;
      this.y *= invScalar;
      this.z *= invScalar;

    } else {

      this.x = 0;
      this.y = 0;
      this.z = 0;

    }

    return this;

  },

  min: function ( v ) {

    if ( this.x > v.x ) {

      this.x = v.x;

    }

    if ( this.y > v.y ) {

      this.y = v.y;

    }

    if ( this.z > v.z ) {

      this.z = v.z;

    }

    return this;

  },

  max: function ( v ) {

    if ( this.x < v.x ) {

      this.x = v.x;

    }

    if ( this.y < v.y ) {

      this.y = v.y;

    }

    if ( this.z < v.z ) {

      this.z = v.z;

    }

    return this;

  },

  clamp: function ( min, max ) {

    // This function assumes min < max, if this assumption isn't true it will not operate correctly

    if ( this.x < min.x ) {

      this.x = min.x;

    } else if ( this.x > max.x ) {

      this.x = max.x;

    }

    if ( this.y < min.y ) {

      this.y = min.y;

    } else if ( this.y > max.y ) {

      this.y = max.y;

    }

    if ( this.z < min.z ) {

      this.z = min.z;

    } else if ( this.z > max.z ) {

      this.z = max.z;

    }

    return this;

  },

  negate: function () {

    return this.multiplyScalar( - 1 );

  },

  dot: function ( v ) {

    return this.x * v.x + this.y * v.y + this.z * v.z;

  },

  lengthSq: function () {

    return this.x * this.x + this.y * this.y + this.z * this.z;

  },

  length: function () {

    return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );

  },

  lengthManhattan: function () {

    return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );

  },

  normalize: function () {

    return this.divideScalar( this.length() );

  },

  setLength: function ( l ) {

    var oldLength = this.length();

    if ( oldLength !== 0 && l !== oldLength  ) {

      this.multiplyScalar( l / oldLength );
    }

    return this;

  },

  lerp: function ( v, alpha ) {

    this.x += ( v.x - this.x ) * alpha;
    this.y += ( v.y - this.y ) * alpha;
    this.z += ( v.z - this.z ) * alpha;

    return this;

  },

  cross: function ( v, w ) {

    if ( w !== undefined ) {

      console.warn( 'DEPRECATED: Vector3\'s .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
      return this.crossVectors( v, w );

    }

    var x = this.x, y = this.y, z = this.z;

    this.x = y * v.z - z * v.y;
    this.y = z * v.x - x * v.z;
    this.z = x * v.y - y * v.x;

    return this;

  },

  crossVectors: function ( a, b ) {

    this.x = a.y * b.z - a.z * b.y;
    this.y = a.z * b.x - a.x * b.z;
    this.z = a.x * b.y - a.y * b.x;

    return this;

  },

  angleTo: function ( v ) {

    var theta = this.dot( v ) / ( this.length() * v.length() );

    // clamp, to handle numerical problems

    return Math.acos( THREE.Math.clamp( theta, -1, 1 ) );

  },

  distanceTo: function ( v ) {

    return Math.sqrt( this.distanceToSquared( v ) );

  },

  distanceToSquared: function ( v ) {

    var dx = this.x - v.x;
    var dy = this.y - v.y;
    var dz = this.z - v.z;

    return dx * dx + dy * dy + dz * dz;

  },

  setEulerFromRotationMatrix: function ( m, order ) {

    console.error( "REMOVED: Vector3\'s setEulerFromRotationMatrix has been removed in favor of Euler.setFromRotationMatrix(), please update your code.");

  },

  setEulerFromQuaternion: function ( q, order ) {

    console.error( "REMOVED: Vector3\'s setEulerFromQuaternion: has been removed in favor of Euler.setFromQuaternion(), please update your code.");

  },

  getPositionFromMatrix: function ( m ) {

    this.x = m.elements[12];
    this.y = m.elements[13];
    this.z = m.elements[14];

    return this;

  },

  getScaleFromMatrix: function ( m ) {

    var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length();
    var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length();
    var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length();

    this.x = sx;
    this.y = sy;
    this.z = sz;

    return this;
  },

  getColumnFromMatrix: function ( index, matrix ) {

    var offset = index * 4;

    var me = matrix.elements;

    this.x = me[ offset ];
    this.y = me[ offset + 1 ];
    this.z = me[ offset + 2 ];

    return this;

  },

  equals: function ( v ) {

    return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );

  },

  fromArray: function ( array ) {

    this.x = array[ 0 ];
    this.y = array[ 1 ];
    this.z = array[ 2 ];

    return this;

  },

  toArray: function () {

    return [ this.x, this.y, this.z ];

  },

  clone: function () {

    return new THREE.Vector3( this.x, this.y, this.z );

  }

};

THREE.extend( THREE.Vector3.prototype, {

  applyEuler: function () {

    var q1 = new THREE.Quaternion();

    return function ( rotation ) {

      if( typeof rotation['order'] === undefined ) {
        console.error( 'ERROR: Vector3\'s .applyEuler() now expects a Euler rotation rather than a Vector3 and order.  Please update your code.' );
      }

      var quaternion = q1.setFromEuler( rotation );

      this.applyQuaternion( quaternion );

      return this;

    };

  }(),

  applyAxisAngle: function () {

    var q1 = new THREE.Quaternion();

    return function ( axis, angle ) {

      var quaternion = q1.setFromAxisAngle( axis, angle );

      this.applyQuaternion( quaternion );

      return this;

    };

  }(),

  projectOnVector: function () {

    var v1 = new THREE.Vector3();

    return function ( vector ) {

      v1.copy( vector ).normalize();
      var d = this.dot( v1 );
      return this.copy( v1 ).multiplyScalar( d );

    };

  }(),

  projectOnPlane: function () {

    var v1 = new THREE.Vector3();

    return function ( planeNormal ) {

      v1.copy( this ).projectOnVector( planeNormal );

      return this.sub( v1 );

    }

  }(),

  reflect: function () {

    var v1 = new THREE.Vector3();

    return function ( vector ) {

        v1.copy( this ).projectOnVector( vector ).multiplyScalar( 2 );

        return this.subVectors( v1, this );

    }

  }()

} );

/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author philogb / http://blog.thejit.org/
 * @author mikael emtinger / http://gomo.se/
 * @author egraether / http://egraether.com/
 * @author WestLangley / http://github.com/WestLangley
 */

THREE.Vector4 = function ( x, y, z, w ) {

  this.x = x || 0;
  this.y = y || 0;
  this.z = z || 0;
  this.w = ( w !== undefined ) ? w : 1;

};

THREE.Vector4.prototype = {

  constructor: THREE.Vector4,

  set: function ( x, y, z, w ) {

    this.x = x;
    this.y = y;
    this.z = z;
    this.w = w;

    return this;

  },

  setX: function ( x ) {

    this.x = x;

    return this;

  },

  setY: function ( y ) {

    this.y = y;

    return this;

  },

  setZ: function ( z ) {

    this.z = z;

    return this;

  },

  setW: function ( w ) {

    this.w = w;

    return this;

  },

  setComponent: function ( index, value ) {

    switch ( index ) {

      case 0: this.x = value; break;
      case 1: this.y = value; break;
      case 2: this.z = value; break;
      case 3: this.w = value; break;
      default: throw new Error( "index is out of range: " + index );

    }

  },

  getComponent: function ( index ) {

    switch ( index ) {

      case 0: return this.x;
      case 1: return this.y;
      case 2: return this.z;
      case 3: return this.w;
      default: throw new Error( "index is out of range: " + index );

    }

  },

  copy: function ( v ) {

    this.x = v.x;
    this.y = v.y;
    this.z = v.z;
    this.w = ( v.w !== undefined ) ? v.w : 1;

    return this;

  },

  add: function ( v, w ) {

    if ( w !== undefined ) {

      console.warn( 'DEPRECATED: Vector4\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
      return this.addVectors( v, w );

    }

    this.x += v.x;
    this.y += v.y;
    this.z += v.z;
    this.w += v.w;

    return this;

  },

  addScalar: function ( s ) {

    this.x += s;
    this.y += s;
    this.z += s;
    this.w += s;

    return this;

  },

  addVectors: function ( a, b ) {

    this.x = a.x + b.x;
    this.y = a.y + b.y;
    this.z = a.z + b.z;
    this.w = a.w + b.w;

    return this;

  },

  sub: function ( v, w ) {

    if ( w !== undefined ) {

      console.warn( 'DEPRECATED: Vector4\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
      return this.subVectors( v, w );

    }

    this.x -= v.x;
    this.y -= v.y;
    this.z -= v.z;
    this.w -= v.w;

    return this;

  },

  subVectors: function ( a, b ) {

    this.x = a.x - b.x;
    this.y = a.y - b.y;
    this.z = a.z - b.z;
    this.w = a.w - b.w;

    return this;

  },

  multiplyScalar: function ( scalar ) {

    this.x *= scalar;
    this.y *= scalar;
    this.z *= scalar;
    this.w *= scalar;

    return this;

  },

  applyMatrix4: function ( m ) {

    var x = this.x;
    var y = this.y;
    var z = this.z;
    var w = this.w;

    var e = m.elements;

    this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;
    this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;
    this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;
    this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;

    return this;

  },

  divideScalar: function ( scalar ) {

    if ( scalar !== 0 ) {

      var invScalar = 1 / scalar;

      this.x *= invScalar;
      this.y *= invScalar;
      this.z *= invScalar;
      this.w *= invScalar;

    } else {

      this.x = 0;
      this.y = 0;
      this.z = 0;
      this.w = 1;

    }

    return this;

  },

  setAxisAngleFromQuaternion: function ( q ) {

    // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm

    // q is assumed to be normalized

    this.w = 2 * Math.acos( q.w );

    var s = Math.sqrt( 1 - q.w * q.w );

    if ( s < 0.0001 ) {

       this.x = 1;
       this.y = 0;
       this.z = 0;

    } else {

       this.x = q.x / s;
       this.y = q.y / s;
       this.z = q.z / s;

    }

    return this;

  },

  setAxisAngleFromRotationMatrix: function ( m ) {

    // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm

    // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

    var angle, x, y, z,   // variables for result
      epsilon = 0.01,   // margin to allow for rounding errors
      epsilon2 = 0.1,   // margin to distinguish between 0 and 180 degrees

      te = m.elements,

      m11 = te[0], m12 = te[4], m13 = te[8],
      m21 = te[1], m22 = te[5], m23 = te[9],
      m31 = te[2], m32 = te[6], m33 = te[10];

    if ( ( Math.abs( m12 - m21 ) < epsilon )
      && ( Math.abs( m13 - m31 ) < epsilon )
      && ( Math.abs( m23 - m32 ) < epsilon ) ) {

      // singularity found
      // first check for identity matrix which must have +1 for all terms
      // in leading diagonal and zero in other terms

      if ( ( Math.abs( m12 + m21 ) < epsilon2 )
        && ( Math.abs( m13 + m31 ) < epsilon2 )
        && ( Math.abs( m23 + m32 ) < epsilon2 )
        && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {

        // this singularity is identity matrix so angle = 0

        this.set( 1, 0, 0, 0 );

        return this; // zero angle, arbitrary axis

      }

      // otherwise this singularity is angle = 180

      angle = Math.PI;

      var xx = ( m11 + 1 ) / 2;
      var yy = ( m22 + 1 ) / 2;
      var zz = ( m33 + 1 ) / 2;
      var xy = ( m12 + m21 ) / 4;
      var xz = ( m13 + m31 ) / 4;
      var yz = ( m23 + m32 ) / 4;

      if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term

        if ( xx < epsilon ) {

          x = 0;
          y = 0.707106781;
          z = 0.707106781;

        } else {

          x = Math.sqrt( xx );
          y = xy / x;
          z = xz / x;

        }

      } else if ( yy > zz ) { // m22 is the largest diagonal term

        if ( yy < epsilon ) {

          x = 0.707106781;
          y = 0;
          z = 0.707106781;

        } else {

          y = Math.sqrt( yy );
          x = xy / y;
          z = yz / y;

        }

      } else { // m33 is the largest diagonal term so base result on this

        if ( zz < epsilon ) {

          x = 0.707106781;
          y = 0.707106781;
          z = 0;

        } else {

          z = Math.sqrt( zz );
          x = xz / z;
          y = yz / z;

        }

      }

      this.set( x, y, z, angle );

      return this; // return 180 deg rotation

    }

    // as we have reached here there are no singularities so we can handle normally

    var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
             + ( m13 - m31 ) * ( m13 - m31 )
             + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize

    if ( Math.abs( s ) < 0.001 ) s = 1;

    // prevent divide by zero, should not happen if matrix is orthogonal and should be
    // caught by singularity test above, but I've left it in just in case

    this.x = ( m32 - m23 ) / s;
    this.y = ( m13 - m31 ) / s;
    this.z = ( m21 - m12 ) / s;
    this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );

    return this;

  },

  min: function ( v ) {

    if ( this.x > v.x ) {

      this.x = v.x;

    }

    if ( this.y > v.y ) {

      this.y = v.y;

    }

    if ( this.z > v.z ) {

      this.z = v.z;

    }

    if ( this.w > v.w ) {

      this.w = v.w;

    }

    return this;

  },

  max: function ( v ) {

    if ( this.x < v.x ) {

      this.x = v.x;

    }

    if ( this.y < v.y ) {

      this.y = v.y;

    }

    if ( this.z < v.z ) {

      this.z = v.z;

    }

    if ( this.w < v.w ) {

      this.w = v.w;

    }

    return this;

  },

  clamp: function ( min, max ) {

    // This function assumes min < max, if this assumption isn't true it will not operate correctly

    if ( this.x < min.x ) {

      this.x = min.x;

    } else if ( this.x > max.x ) {

      this.x = max.x;

    }

    if ( this.y < min.y ) {

      this.y = min.y;

    } else if ( this.y > max.y ) {

      this.y = max.y;

    }

    if ( this.z < min.z ) {

      this.z = min.z;

    } else if ( this.z > max.z ) {

      this.z = max.z;

    }

    if ( this.w < min.w ) {

      this.w = min.w;

    } else if ( this.w > max.w ) {

      this.w = max.w;

    }

    return this;

  },

  negate: function() {

    return this.multiplyScalar( -1 );

  },

  dot: function ( v ) {

    return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;

  },

  lengthSq: function () {

    return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;

  },

  length: function () {

    return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );

  },

  lengthManhattan: function () {

    return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );

  },

  normalize: function () {

    return this.divideScalar( this.length() );

  },

  setLength: function ( l ) {

    var oldLength = this.length();

    if ( oldLength !== 0 && l !== oldLength ) {

      this.multiplyScalar( l / oldLength );

    }

    return this;

  },

  lerp: function ( v, alpha ) {

    this.x += ( v.x - this.x ) * alpha;
    this.y += ( v.y - this.y ) * alpha;
    this.z += ( v.z - this.z ) * alpha;
    this.w += ( v.w - this.w ) * alpha;

    return this;

  },

  equals: function ( v ) {

    return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );

  },

  fromArray: function ( array ) {

    this.x = array[ 0 ];
    this.y = array[ 1 ];
    this.z = array[ 2 ];
    this.w = array[ 3 ];

    return this;

  },

  toArray: function () {

    return [ this.x, this.y, this.z, this.w ];

  },

  clone: function () {

    return new THREE.Vector4( this.x, this.y, this.z, this.w );

  }

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author WestLangley / http://github.com/WestLangley
 * @author bhouston / http://exocortex.com
 */

THREE.Euler = function ( x, y, z, order ) {

  this._x = x || 0;
  this._y = y || 0;
  this._z = z || 0;
  this._order = order || THREE.Euler.DefaultOrder;

};

THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];

THREE.Euler.DefaultOrder = 'XYZ';

THREE.Euler.prototype = {

  constructor: THREE.Euler,

  _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,

  _quaternion: undefined,

  _updateQuaternion: function () {

    if ( this._quaternion !== undefined ) {

      this._quaternion.setFromEuler( this, false );

    }

  },

  get x () {

    return this._x;

  },

  set x ( value ) {

    this._x = value;
    this._updateQuaternion();

  },

  get y () {

    return this._y;

  },

  set y ( value ) {

    this._y = value;
    this._updateQuaternion();

  },

  get z () {

    return this._z;

  },

  set z ( value ) {

    this._z = value;
    this._updateQuaternion();

  },

  get order () {

    return this._order;

  },

  set order ( value ) {

    this._order = value;
    this._updateQuaternion();

  },

  set: function ( x, y, z, order ) {

    this._x = x;
    this._y = y;
    this._z = z;
    this._order = order || this._order;

    this._updateQuaternion();

    return this;

  },

  copy: function ( euler ) {

    this._x = euler._x;
    this._y = euler._y;
    this._z = euler._z;
    this._order = euler._order;

    this._updateQuaternion();

    return this;

  },

  setFromRotationMatrix: function ( m, order ) {

    // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

    // clamp, to handle numerical problems

    function clamp( x ) {

      return Math.min( Math.max( x, -1 ), 1 );

    }

    var te = m.elements;
    var m11 = te[0], m12 = te[4], m13 = te[8];
    var m21 = te[1], m22 = te[5], m23 = te[9];
    var m31 = te[2], m32 = te[6], m33 = te[10];

    order = order || this._order;

    if ( order === 'XYZ' ) {

      this._y = Math.asin( clamp( m13 ) );

      if ( Math.abs( m13 ) < 0.99999 ) {

        this._x = Math.atan2( - m23, m33 );
        this._z = Math.atan2( - m12, m11 );

      } else {

        this._x = Math.atan2( m32, m22 );
        this._z = 0;

      }

    } else if ( order === 'YXZ' ) {

      this._x = Math.asin( - clamp( m23 ) );

      if ( Math.abs( m23 ) < 0.99999 ) {

        this._y = Math.atan2( m13, m33 );
        this._z = Math.atan2( m21, m22 );

      } else {

        this._y = Math.atan2( - m31, m11 );
        this._z = 0;

      }

    } else if ( order === 'ZXY' ) {

      this._x = Math.asin( clamp( m32 ) );

      if ( Math.abs( m32 ) < 0.99999 ) {

        this._y = Math.atan2( - m31, m33 );
        this._z = Math.atan2( - m12, m22 );

      } else {

        this._y = 0;
        this._z = Math.atan2( m21, m11 );

      }

    } else if ( order === 'ZYX' ) {

      this._y = Math.asin( - clamp( m31 ) );

      if ( Math.abs( m31 ) < 0.99999 ) {

        this._x = Math.atan2( m32, m33 );
        this._z = Math.atan2( m21, m11 );

      } else {

        this._x = 0;
        this._z = Math.atan2( - m12, m22 );

      }

    } else if ( order === 'YZX' ) {

      this._z = Math.asin( clamp( m21 ) );

      if ( Math.abs( m21 ) < 0.99999 ) {

        this._x = Math.atan2( - m23, m22 );
        this._y = Math.atan2( - m31, m11 );

      } else {

        this._x = 0;
        this._y = Math.atan2( m13, m33 );

      }

    } else if ( order === 'XZY' ) {

      this._z = Math.asin( - clamp( m12 ) );

      if ( Math.abs( m12 ) < 0.99999 ) {

        this._x = Math.atan2( m32, m22 );
        this._y = Math.atan2( m13, m11 );

      } else {

        this._x = Math.atan2( - m23, m33 );
        this._y = 0;

      }

    } else {

      console.warn( 'WARNING: Euler.setFromRotationMatrix() given unsupported order: ' + order )

    }

    this._order = order;

    this._updateQuaternion();

    return this;

  },

  setFromQuaternion: function ( q, order, update ) {

    // q is assumed to be normalized

    // clamp, to handle numerical problems

    function clamp( x ) {

      return Math.min( Math.max( x, -1 ), 1 );

    }

    // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m

    var sqx = q.x * q.x;
    var sqy = q.y * q.y;
    var sqz = q.z * q.z;
    var sqw = q.w * q.w;

    order = order || this._order;

    if ( order === 'XYZ' ) {

      this._x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
      this._y = Math.asin(  clamp( 2 * ( q.x * q.z + q.y * q.w ) ) );
      this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );

    } else if ( order ===  'YXZ' ) {

      this._x = Math.asin(  clamp( 2 * ( q.x * q.w - q.y * q.z ) ) );
      this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
      this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );

    } else if ( order === 'ZXY' ) {

      this._x = Math.asin(  clamp( 2 * ( q.x * q.w + q.y * q.z ) ) );
      this._y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
      this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );

    } else if ( order === 'ZYX' ) {

      this._x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
      this._y = Math.asin(  clamp( 2 * ( q.y * q.w - q.x * q.z ) ) );
      this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );

    } else if ( order === 'YZX' ) {

      this._x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
      this._y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
      this._z = Math.asin(  clamp( 2 * ( q.x * q.y + q.z * q.w ) ) );

    } else if ( order === 'XZY' ) {

      this._x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
      this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
      this._z = Math.asin(  clamp( 2 * ( q.z * q.w - q.x * q.y ) ) );

    } else {

      console.warn( 'WARNING: Euler.setFromQuaternion() given unsupported order: ' + order )

    }

    this._order = order;

    if ( update !== false ) this._updateQuaternion();

    return this;

  },

  reorder: function () {

    // WARNING: this discards revolution information -bhouston

    var q = new THREE.Quaternion();

    return function ( newOrder ) {

      q.setFromEuler( this );
      this.setFromQuaternion( q, newOrder );

    };


  }(),

  fromArray: function ( array ) {

    this._x = array[ 0 ];
    this._y = array[ 1 ];
    this._z = array[ 2 ];
    if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];

    this._updateQuaternion();

    return this;

  },

  toArray: function () {

    return [ this._x, this._y, this._z, this._order ];

  },

  equals: function ( euler ) {

    return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );

  },

  clone: function () {

    return new THREE.Euler( this._x, this._y, this._z, this._order );

  }

};

/**
 * @author bhouston / http://exocortex.com
 */

THREE.Line3 = function ( start, end ) {

  this.start = ( start !== undefined ) ? start : new THREE.Vector3();
  this.end = ( end !== undefined ) ? end : new THREE.Vector3();

};

THREE.Line3.prototype = {

  constructor: THREE.Line3,

  set: function ( start, end ) {

    this.start.copy( start );
    this.end.copy( end );

    return this;

  },

  copy: function ( line ) {

    this.start.copy( line.start );
    this.end.copy( line.end );

    return this;

  },

  center: function ( optionalTarget ) {

    var result = optionalTarget || new THREE.Vector3();
    return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );

  },

  delta: function ( optionalTarget ) {

    var result = optionalTarget || new THREE.Vector3();
    return result.subVectors( this.end, this.start );

  },

  distanceSq: function () {

    return this.start.distanceToSquared( this.end );

  },

  distance: function () {

    return this.start.distanceTo( this.end );

  },

  at: function ( t, optionalTarget ) {

    var result = optionalTarget || new THREE.Vector3();

    return this.delta( result ).multiplyScalar( t ).add( this.start );

  },

  closestPointToPointParameter: function() {

    var startP = new THREE.Vector3();
    var startEnd = new THREE.Vector3();

    return function ( point, clampToLine ) {

      startP.subVectors( point, this.start );
      startEnd.subVectors( this.end, this.start );

      var startEnd2 = startEnd.dot( startEnd );
      var startEnd_startP = startEnd.dot( startP );

      var t = startEnd_startP / startEnd2;

      if ( clampToLine ) {

        t = THREE.Math.clamp( t, 0, 1 );

      }

      return t;

    };

  }(),

  closestPointToPoint: function ( point, clampToLine, optionalTarget ) {

    var t = this.closestPointToPointParameter( point, clampToLine );

    var result = optionalTarget || new THREE.Vector3();

    return this.delta( result ).multiplyScalar( t ).add( this.start );

  },

  applyMatrix4: function ( matrix ) {

    this.start.applyMatrix4( matrix );
    this.end.applyMatrix4( matrix );

    return this;

  },

  equals: function ( line ) {

    return line.start.equals( this.start ) && line.end.equals( this.end );

  },

  clone: function () {

    return new THREE.Line3().copy( this );

  }

};

/**
 * @author bhouston / http://exocortex.com
 */

THREE.Box2 = function ( min, max ) {

  this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
  this.max = ( max !== undefined ) ? max : new THREE.Vector2( -Infinity, -Infinity );

};

THREE.Box2.prototype = {

  constructor: THREE.Box2,

  set: function ( min, max ) {

    this.min.copy( min );
    this.max.copy( max );

    return this;

  },

  setFromPoints: function ( points ) {

    if ( points.length > 0 ) {

      var point = points[ 0 ];

      this.min.copy( point );
      this.max.copy( point );

      for ( var i = 1, il = points.length; i < il; i ++ ) {

        point = points[ i ];

        if ( point.x < this.min.x ) {

          this.min.x = point.x;

        } else if ( point.x > this.max.x ) {

          this.max.x = point.x;

        }

        if ( point.y < this.min.y ) {

          this.min.y = point.y;

        } else if ( point.y > this.max.y ) {

          this.max.y = point.y;

        }

      }

    } else {

      this.makeEmpty();

    }

    return this;

  },

  setFromCenterAndSize: function () {

    var v1 = new THREE.Vector2();

    return function ( center, size ) {

      var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
      this.min.copy( center ).sub( halfSize );
      this.max.copy( center ).add( halfSize );

      return this;

    };

  }(),

  copy: function ( box ) {

    this.min.copy( box.min );
    this.max.copy( box.max );

    return this;

  },

  makeEmpty: function () {

    this.min.x = this.min.y = Infinity;
    this.max.x = this.max.y = -Infinity;

    return this;

  },

  empty: function () {

    // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes

    return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );

  },

  center: function ( optionalTarget ) {

    var result = optionalTarget || new THREE.Vector2();
    return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );

  },

  size: function ( optionalTarget ) {

    var result = optionalTarget || new THREE.Vector2();
    return result.subVectors( this.max, this.min );

  },

  expandByPoint: function ( point ) {

    this.min.min( point );
    this.max.max( point );

    return this;
  },

  expandByVector: function ( vector ) {

    this.min.sub( vector );
    this.max.add( vector );

    return this;
  },

  expandByScalar: function ( scalar ) {

    this.min.addScalar( -scalar );
    this.max.addScalar( scalar );

    return this;
  },

  containsPoint: function ( point ) {

    if ( point.x < this.min.x || point.x > this.max.x ||
         point.y < this.min.y || point.y > this.max.y ) {

      return false;

    }

    return true;

  },

  containsBox: function ( box ) {

    if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
         ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {

      return true;

    }

    return false;

  },

  getParameter: function ( point ) {

    // This can potentially have a divide by zero if the box
    // has a size dimension of 0.

    return new THREE.Vector2(
      ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
      ( point.y - this.min.y ) / ( this.max.y - this.min.y )
    );

  },

  isIntersectionBox: function ( box ) {

    // using 6 splitting planes to rule out intersections.

    if ( box.max.x < this.min.x || box.min.x > this.max.x ||
         box.max.y < this.min.y || box.min.y > this.max.y ) {

      return false;

    }

    return true;

  },

  clampPoint: function ( point, optionalTarget ) {

    var result = optionalTarget || new THREE.Vector2();
    return result.copy( point ).clamp( this.min, this.max );

  },

  distanceToPoint: function () {

    var v1 = new THREE.Vector2();

    return function ( point ) {

      var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
      return clampedPoint.sub( point ).length();

    };

  }(),

  intersect: function ( box ) {

    this.min.max( box.min );
    this.max.min( box.max );

    return this;

  },

  union: function ( box ) {

    this.min.min( box.min );
    this.max.max( box.max );

    return this;

  },

  translate: function ( offset ) {

    this.min.add( offset );
    this.max.add( offset );

    return this;

  },

  equals: function ( box ) {

    return box.min.equals( this.min ) && box.max.equals( this.max );

  },

  clone: function () {

    return new THREE.Box2().copy( this );

  }

};

/**
 * @author bhouston / http://exocortex.com
 * @author WestLangley / http://github.com/WestLangley
 */

THREE.Box3 = function ( min, max ) {

  this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
  this.max = ( max !== undefined ) ? max : new THREE.Vector3( -Infinity, -Infinity, -Infinity );

};

THREE.Box3.prototype = {

  constructor: THREE.Box3,

  set: function ( min, max ) {

    this.min.copy( min );
    this.max.copy( max );

    return this;

  },

  setFromPoints: function ( points ) {

    if ( points.length > 0 ) {

      var point = points[ 0 ];

      this.min.copy( point );
      this.max.copy( point );

      for ( var i = 1, il = points.length; i < il; i ++ ) {

        point = points[ i ];

        if ( point.x < this.min.x ) {

          this.min.x = point.x;

        } else if ( point.x > this.max.x ) {

          this.max.x = point.x;

        }

        if ( point.y < this.min.y ) {

          this.min.y = point.y;

        } else if ( point.y > this.max.y ) {

          this.max.y = point.y;

        }

        if ( point.z < this.min.z ) {

          this.min.z = point.z;

        } else if ( point.z > this.max.z ) {

          this.max.z = point.z;

        }

      }

    } else {

      this.makeEmpty();

    }

    return this;

  },

  setFromCenterAndSize: function() {

    var v1 = new THREE.Vector3();

    return function ( center, size ) {

      var halfSize = v1.copy( size ).multiplyScalar( 0.5 );

      this.min.copy( center ).sub( halfSize );
      this.max.copy( center ).add( halfSize );

      return this;

    };

  }(),

  setFromObject: function() {

    // Computes the world-axis-aligned bounding box of an object (including its children),
    // accounting for both the object's, and childrens', world transforms

    var v1 = new THREE.Vector3();

    return function( object ) {

      var scope = this;

      object.updateMatrixWorld( true );

      this.makeEmpty();

      object.traverse( function ( node ) {

        if ( node.geometry !== undefined && node.geometry.vertices !== undefined ) {

          var vertices = node.geometry.vertices;

          for ( var i = 0, il = vertices.length; i < il; i++ ) {

            v1.copy( vertices[ i ] );

            v1.applyMatrix4( node.matrixWorld );

            scope.expandByPoint( v1 );

          }

        }

      } );

      return this;

    };

  }(),

  copy: function ( box ) {

    this.min.copy( box.min );
    this.max.copy( box.max );

    return this;

  },

  makeEmpty: function () {

    this.min.x = this.min.y = this.min.z = Infinity;
    this.max.x = this.max.y = this.max.z = -Infinity;

    return this;

  },

  empty: function () {

    // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes

    return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );

  },

  center: function ( optionalTarget ) {

    var result = optionalTarget || new THREE.Vector3();
    return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );

  },

  size: function ( optionalTarget ) {

    var result = optionalTarget || new THREE.Vector3();
    return result.subVectors( this.max, this.min );

  },

  expandByPoint: function ( point ) {

    this.min.min( point );
    this.max.max( point );

    return this;

  },

  expandByVector: function ( vector ) {

    this.min.sub( vector );
    this.max.add( vector );

    return this;

  },

  expandByScalar: function ( scalar ) {

    this.min.addScalar( -scalar );
    this.max.addScalar( scalar );

    return this;

  },

  containsPoint: function ( point ) {

    if ( point.x < this.min.x || point.x > this.max.x ||
         point.y < this.min.y || point.y > this.max.y ||
         point.z < this.min.z || point.z > this.max.z ) {

      return false;

    }

    return true;

  },

  containsBox: function ( box ) {

    if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
       ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
       ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {

      return true;

    }

    return false;

  },

  getParameter: function ( point ) {

    // This can potentially have a divide by zero if the box
    // has a size dimension of 0.

    return new THREE.Vector3(
      ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
      ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
      ( point.z - this.min.z ) / ( this.max.z - this.min.z )
    );

  },

  isIntersectionBox: function ( box ) {

    // using 6 splitting planes to rule out intersections.

    if ( box.max.x < this.min.x || box.min.x > this.max.x ||
         box.max.y < this.min.y || box.min.y > this.max.y ||
         box.max.z < this.min.z || box.min.z > this.max.z ) {

      return false;

    }

    return true;

  },

  clampPoint: function ( point, optionalTarget ) {

    var result = optionalTarget || new THREE.Vector3();
    return result.copy( point ).clamp( this.min, this.max );

  },

  distanceToPoint: function() {

    var v1 = new THREE.Vector3();

    return function ( point ) {

      var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
      return clampedPoint.sub( point ).length();

    };

  }(),

  getBoundingSphere: function() {

    var v1 = new THREE.Vector3();

    return function ( optionalTarget ) {

      var result = optionalTarget || new THREE.Sphere();

      result.center = this.center();
      result.radius = this.size( v1 ).length() * 0.5;

      return result;

    };

  }(),

  intersect: function ( box ) {

    this.min.max( box.min );
    this.max.min( box.max );

    return this;

  },

  union: function ( box ) {

    this.min.min( box.min );
    this.max.max( box.max );

    return this;

  },

  applyMatrix4: function() {

    var points = [
      new THREE.Vector3(),
      new THREE.Vector3(),
      new THREE.Vector3(),
      new THREE.Vector3(),
      new THREE.Vector3(),
      new THREE.Vector3(),
      new THREE.Vector3(),
      new THREE.Vector3()
    ];

    return function ( matrix ) {

      // NOTE: I am using a binary pattern to specify all 2^3 combinations below
      points[0].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
      points[1].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
      points[2].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
      points[3].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
      points[4].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
      points[5].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
      points[6].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
      points[7].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix );  // 111

      this.makeEmpty();
      this.setFromPoints( points );

      return this;

    };

  }(),

  translate: function ( offset ) {

    this.min.add( offset );
    this.max.add( offset );

    return this;

  },

  equals: function ( box ) {

    return box.min.equals( this.min ) && box.max.equals( this.max );

  },

  clone: function () {

    return new THREE.Box3().copy( this );

  }

};

/**
 * @author alteredq / http://alteredqualia.com/
 * @author WestLangley / http://github.com/WestLangley
 * @author bhouston / http://exocortex.com
 */

THREE.Matrix3 = function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {

  this.elements = new Float32Array(9);

  this.set(

    ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0,
    n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0,
    n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1

  );
};

THREE.Matrix3.prototype = {

  constructor: THREE.Matrix3,

  set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {

    var te = this.elements;

    te[0] = n11; te[3] = n12; te[6] = n13;
    te[1] = n21; te[4] = n22; te[7] = n23;
    te[2] = n31; te[5] = n32; te[8] = n33;

    return this;

  },

  identity: function () {

    this.set(

      1, 0, 0,
      0, 1, 0,
      0, 0, 1

    );

    return this;

  },

  copy: function ( m ) {

    var me = m.elements;

    this.set(

      me[0], me[3], me[6],
      me[1], me[4], me[7],
      me[2], me[5], me[8]

    );

    return this;

  },

  multiplyVector3: function ( vector ) {

    console.warn( 'DEPRECATED: Matrix3\'s .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
    return vector.applyMatrix3( this );

  },

  multiplyVector3Array: function() {

    var v1 = new THREE.Vector3();

    return function ( a ) {

      for ( var i = 0, il = a.length; i < il; i += 3 ) {

        v1.x = a[ i ];
        v1.y = a[ i + 1 ];
        v1.z = a[ i + 2 ];

        v1.applyMatrix3(this);

        a[ i ]     = v1.x;
        a[ i + 1 ] = v1.y;
        a[ i + 2 ] = v1.z;

      }

      return a;

    };

  }(),

  multiplyScalar: function ( s ) {

    var te = this.elements;

    te[0] *= s; te[3] *= s; te[6] *= s;
    te[1] *= s; te[4] *= s; te[7] *= s;
    te[2] *= s; te[5] *= s; te[8] *= s;

    return this;

  },

  determinant: function () {

    var te = this.elements;

    var a = te[0], b = te[1], c = te[2],
      d = te[3], e = te[4], f = te[5],
      g = te[6], h = te[7], i = te[8];

    return a*e*i - a*f*h - b*d*i + b*f*g + c*d*h - c*e*g;

  },

  getInverse: function ( matrix, throwOnInvertible ) {

    // input: THREE.Matrix4
    // ( based on http://code.google.com/p/webgl-mjs/ )

    var me = matrix.elements;
    var te = this.elements;

    te[ 0 ] =   me[10] * me[5] - me[6] * me[9];
    te[ 1 ] = - me[10] * me[1] + me[2] * me[9];
    te[ 2 ] =   me[6] * me[1] - me[2] * me[5];
    te[ 3 ] = - me[10] * me[4] + me[6] * me[8];
    te[ 4 ] =   me[10] * me[0] - me[2] * me[8];
    te[ 5 ] = - me[6] * me[0] + me[2] * me[4];
    te[ 6 ] =   me[9] * me[4] - me[5] * me[8];
    te[ 7 ] = - me[9] * me[0] + me[1] * me[8];
    te[ 8 ] =   me[5] * me[0] - me[1] * me[4];

    var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];

    // no inverse

    if ( det === 0 ) {

      var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";

      if ( throwOnInvertible || false ) {

        throw new Error( msg ); 

      } else {

        console.warn( msg );

      }

      this.identity();

      return this;

    }

    this.multiplyScalar( 1.0 / det );

    return this;

  },

  transpose: function () {

    var tmp, m = this.elements;

    tmp = m[1]; m[1] = m[3]; m[3] = tmp;
    tmp = m[2]; m[2] = m[6]; m[6] = tmp;
    tmp = m[5]; m[5] = m[7]; m[7] = tmp;

    return this;

  },

  getNormalMatrix: function ( m ) {

    // input: THREE.Matrix4

    this.getInverse( m ).transpose();

    return this;

  },

  transposeIntoArray: function ( r ) {

    var m = this.elements;

    r[ 0 ] = m[ 0 ];
    r[ 1 ] = m[ 3 ];
    r[ 2 ] = m[ 6 ];
    r[ 3 ] = m[ 1 ];
    r[ 4 ] = m[ 4 ];
    r[ 5 ] = m[ 7 ];
    r[ 6 ] = m[ 2 ];
    r[ 7 ] = m[ 5 ];
    r[ 8 ] = m[ 8 ];

    return this;

  },

  clone: function () {

    var te = this.elements;

    return new THREE.Matrix3(

      te[0], te[3], te[6],
      te[1], te[4], te[7],
      te[2], te[5], te[8]

    );

  }

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author philogb / http://blog.thejit.org/
 * @author jordi_ros / http://plattsoft.com
 * @author D1plo1d / http://github.com/D1plo1d
 * @author alteredq / http://alteredqualia.com/
 * @author mikael emtinger / http://gomo.se/
 * @author timknip / http://www.floorplanner.com/
 * @author bhouston / http://exocortex.com
 * @author WestLangley / http://github.com/WestLangley
 */


THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {

  this.elements = new Float32Array( 16 );

  // TODO: if n11 is undefined, then just set to identity, otherwise copy all other values into matrix
  //   we should not support semi specification of Matrix4, it is just weird.

  var te = this.elements;

  te[0] = ( n11 !== undefined ) ? n11 : 1; te[4] = n12 || 0; te[8] = n13 || 0; te[12] = n14 || 0;
  te[1] = n21 || 0; te[5] = ( n22 !== undefined ) ? n22 : 1; te[9] = n23 || 0; te[13] = n24 || 0;
  te[2] = n31 || 0; te[6] = n32 || 0; te[10] = ( n33 !== undefined ) ? n33 : 1; te[14] = n34 || 0;
  te[3] = n41 || 0; te[7] = n42 || 0; te[11] = n43 || 0; te[15] = ( n44 !== undefined ) ? n44 : 1;

};

THREE.Matrix4.prototype = {

  constructor: THREE.Matrix4,

  set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {

    var te = this.elements;

    te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
    te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
    te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
    te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;

    return this;

  },

  identity: function () {

    this.set(

      1, 0, 0, 0,
      0, 1, 0, 0,
      0, 0, 1, 0,
      0, 0, 0, 1

    );

    return this;

  },

  copy: function ( m ) {

    this.elements.set( m.elements );

    return this;

  },

  extractPosition: function ( m ) {

    console.warn( 'DEPRECATED: Matrix4\'s .extractPosition() has been renamed to .copyPosition().' );
    return this.copyPosition( m );

  },

  copyPosition: function ( m ) {

    var te = this.elements;
    var me = m.elements;

    te[12] = me[12];
    te[13] = me[13];
    te[14] = me[14];

    return this;

  },

  extractRotation: function () {

    var v1 = new THREE.Vector3();

    return function ( m ) {

      var te = this.elements;
      var me = m.elements;

      var scaleX = 1 / v1.set( me[0], me[1], me[2] ).length();
      var scaleY = 1 / v1.set( me[4], me[5], me[6] ).length();
      var scaleZ = 1 / v1.set( me[8], me[9], me[10] ).length();

      te[0] = me[0] * scaleX;
      te[1] = me[1] * scaleX;
      te[2] = me[2] * scaleX;

      te[4] = me[4] * scaleY;
      te[5] = me[5] * scaleY;
      te[6] = me[6] * scaleY;

      te[8] = me[8] * scaleZ;
      te[9] = me[9] * scaleZ;
      te[10] = me[10] * scaleZ;

      return this;

    };

  }(),

  makeRotationFromEuler: function ( euler ) {

    if ( typeof euler['order'] === undefined ) {

      console.error( 'ERROR: Matrix\'s .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.  Please update your code.' );

    }

    var te = this.elements;

    var x = euler.x, y = euler.y, z = euler.z;
    var a = Math.cos( x ), b = Math.sin( x );
    var c = Math.cos( y ), d = Math.sin( y );
    var e = Math.cos( z ), f = Math.sin( z );

    if ( euler.order === undefined || euler.order === 'XYZ' ) {

      var ae = a * e, af = a * f, be = b * e, bf = b * f;

      te[0] = c * e;
      te[4] = - c * f;
      te[8] = d;

      te[1] = af + be * d;
      te[5] = ae - bf * d;
      te[9] = - b * c;

      te[2] = bf - ae * d;
      te[6] = be + af * d;
      te[10] = a * c;

    } else if ( euler.order === 'YXZ' ) {

      var ce = c * e, cf = c * f, de = d * e, df = d * f;

      te[0] = ce + df * b;
      te[4] = de * b - cf;
      te[8] = a * d;

      te[1] = a * f;
      te[5] = a * e;
      te[9] = - b;

      te[2] = cf * b - de;
      te[6] = df + ce * b;
      te[10] = a * c;

    } else if ( euler.order === 'ZXY' ) {

      var ce = c * e, cf = c * f, de = d * e, df = d * f;

      te[0] = ce - df * b;
      te[4] = - a * f;
      te[8] = de + cf * b;

      te[1] = cf + de * b;
      te[5] = a * e;
      te[9] = df - ce * b;

      te[2] = - a * d;
      te[6] = b;
      te[10] = a * c;

    } else if ( euler.order === 'ZYX' ) {

      var ae = a * e, af = a * f, be = b * e, bf = b * f;

      te[0] = c * e;
      te[4] = be * d - af;
      te[8] = ae * d + bf;

      te[1] = c * f;
      te[5] = bf * d + ae;
      te[9] = af * d - be;

      te[2] = - d;
      te[6] = b * c;
      te[10] = a * c;

    } else if ( euler.order === 'YZX' ) {

      var ac = a * c, ad = a * d, bc = b * c, bd = b * d;

      te[0] = c * e;
      te[4] = bd - ac * f;
      te[8] = bc * f + ad;

      te[1] = f;
      te[5] = a * e;
      te[9] = - b * e;

      te[2] = - d * e;
      te[6] = ad * f + bc;
      te[10] = ac - bd * f;

    } else if ( euler.order === 'XZY' ) {

      var ac = a * c, ad = a * d, bc = b * c, bd = b * d;

      te[0] = c * e;
      te[4] = - f;
      te[8] = d * e;

      te[1] = ac * f + bd;
      te[5] = a * e;
      te[9] = ad * f - bc;

      te[2] = bc * f - ad;
      te[6] = b * e;
      te[10] = bd * f + ac;

    }

    // last column
    te[3] = 0;
    te[7] = 0;
    te[11] = 0;

    // bottom row
    te[12] = 0;
    te[13] = 0;
    te[14] = 0;
    te[15] = 1;

    return this;

  },

  setRotationFromQuaternion: function ( q ) {

    console.warn( 'DEPRECATED: Matrix4\'s .setRotationFromQuaternion() has been deprecated in favor of makeRotationFromQuaternion.  Please update your code.' );

    return this.makeRotationFromQuaternion( q );

  },

  makeRotationFromQuaternion: function ( q ) {

    var te = this.elements;

    var x = q.x, y = q.y, z = q.z, w = q.w;
    var x2 = x + x, y2 = y + y, z2 = z + z;
    var xx = x * x2, xy = x * y2, xz = x * z2;
    var yy = y * y2, yz = y * z2, zz = z * z2;
    var wx = w * x2, wy = w * y2, wz = w * z2;

    te[0] = 1 - ( yy + zz );
    te[4] = xy - wz;
    te[8] = xz + wy;

    te[1] = xy + wz;
    te[5] = 1 - ( xx + zz );
    te[9] = yz - wx;

    te[2] = xz - wy;
    te[6] = yz + wx;
    te[10] = 1 - ( xx + yy );

    // last column
    te[3] = 0;
    te[7] = 0;
    te[11] = 0;

    // bottom row
    te[12] = 0;
    te[13] = 0;
    te[14] = 0;
    te[15] = 1;

    return this;

  },

  lookAt: function() {

    var x = new THREE.Vector3();
    var y = new THREE.Vector3();
    var z = new THREE.Vector3();

    return function ( eye, target, up ) {

      var te = this.elements;

      z.subVectors( eye, target ).normalize();

      if ( z.length() === 0 ) {

        z.z = 1;

      }

      x.crossVectors( up, z ).normalize();

      if ( x.length() === 0 ) {

        z.x += 0.0001;
        x.crossVectors( up, z ).normalize();

      }

      y.crossVectors( z, x );


      te[0] = x.x; te[4] = y.x; te[8] = z.x;
      te[1] = x.y; te[5] = y.y; te[9] = z.y;
      te[2] = x.z; te[6] = y.z; te[10] = z.z;

      return this;

    };

  }(),

  multiply: function ( m, n ) {

    if ( n !== undefined ) {

      console.warn( 'DEPRECATED: Matrix4\'s .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
      return this.multiplyMatrices( m, n );

    }

    return this.multiplyMatrices( this, m );

  },

  multiplyMatrices: function ( a, b ) {

    var ae = a.elements;
    var be = b.elements;
    var te = this.elements;

    var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
    var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
    var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
    var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];

    var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
    var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
    var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
    var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];

    te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
    te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
    te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
    te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;

    te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
    te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
    te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
    te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;

    te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
    te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
    te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
    te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;

    te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
    te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
    te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
    te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;

    return this;

  },

  multiplyToArray: function ( a, b, r ) {

    var te = this.elements;

    this.multiplyMatrices( a, b );

    r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
    r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
    r[ 8 ]  = te[8]; r[ 9 ]  = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
    r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];

    return this;

  },

  multiplyScalar: function ( s ) {

    var te = this.elements;

    te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
    te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
    te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
    te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;

    return this;

  },

  multiplyVector3: function ( vector ) {

    console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
    return vector.applyProjection( this );

  },

  multiplyVector4: function ( vector ) {

    console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
    return vector.applyMatrix4( this );

  },

  multiplyVector3Array: function() {

    var v1 = new THREE.Vector3();

    return function ( a ) {

      for ( var i = 0, il = a.length; i < il; i += 3 ) {

        v1.x = a[ i ];
        v1.y = a[ i + 1 ];
        v1.z = a[ i + 2 ];

        v1.applyProjection( this );

        a[ i ]     = v1.x;
        a[ i + 1 ] = v1.y;
        a[ i + 2 ] = v1.z;

      }

      return a;

    };

  }(),

  rotateAxis: function ( v ) {

    console.warn( 'DEPRECATED: Matrix4\'s .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );

    v.transformDirection( this );

  },

  crossVector: function ( vector ) {

    console.warn( 'DEPRECATED: Matrix4\'s .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
    return vector.applyMatrix4( this );

  },

  determinant: function () {

    var te = this.elements;

    var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
    var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
    var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
    var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];

    //TODO: make this more efficient
    //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )

    return (
      n41 * (
        +n14 * n23 * n32
        -n13 * n24 * n32
        -n14 * n22 * n33
        +n12 * n24 * n33
        +n13 * n22 * n34
        -n12 * n23 * n34
      ) +
      n42 * (
        +n11 * n23 * n34
        -n11 * n24 * n33
        +n14 * n21 * n33
        -n13 * n21 * n34
        +n13 * n24 * n31
        -n14 * n23 * n31
      ) +
      n43 * (
        +n11 * n24 * n32
        -n11 * n22 * n34
        -n14 * n21 * n32
        +n12 * n21 * n34
        +n14 * n22 * n31
        -n12 * n24 * n31
      ) +
      n44 * (
        -n13 * n22 * n31
        -n11 * n23 * n32
        +n11 * n22 * n33
        +n13 * n21 * n32
        -n12 * n21 * n33
        +n12 * n23 * n31
      )

    );

  },

  transpose: function () {

    var te = this.elements;
    var tmp;

    tmp = te[1]; te[1] = te[4]; te[4] = tmp;
    tmp = te[2]; te[2] = te[8]; te[8] = tmp;
    tmp = te[6]; te[6] = te[9]; te[9] = tmp;

    tmp = te[3]; te[3] = te[12]; te[12] = tmp;
    tmp = te[7]; te[7] = te[13]; te[13] = tmp;
    tmp = te[11]; te[11] = te[14]; te[14] = tmp;

    return this;

  },

  flattenToArray: function ( flat ) {

    var te = this.elements;
    flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
    flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
    flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
    flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];

    return flat;

  },

  flattenToArrayOffset: function( flat, offset ) {

    var te = this.elements;
    flat[ offset ] = te[0];
    flat[ offset + 1 ] = te[1];
    flat[ offset + 2 ] = te[2];
    flat[ offset + 3 ] = te[3];

    flat[ offset + 4 ] = te[4];
    flat[ offset + 5 ] = te[5];
    flat[ offset + 6 ] = te[6];
    flat[ offset + 7 ] = te[7];

    flat[ offset + 8 ]  = te[8];
    flat[ offset + 9 ]  = te[9];
    flat[ offset + 10 ] = te[10];
    flat[ offset + 11 ] = te[11];

    flat[ offset + 12 ] = te[12];
    flat[ offset + 13 ] = te[13];
    flat[ offset + 14 ] = te[14];
    flat[ offset + 15 ] = te[15];

    return flat;

  },

  getPosition: function() {

    var v1 = new THREE.Vector3();

    return function () {

      console.warn( 'DEPRECATED: Matrix4\'s .getPosition() has been removed. Use Vector3.getPositionFromMatrix( matrix ) instead.' );

      var te = this.elements;
      return v1.set( te[12], te[13], te[14] );

    };

  }(),

  setPosition: function ( v ) {

    var te = this.elements;

    te[12] = v.x;
    te[13] = v.y;
    te[14] = v.z;

    return this;

  },

  getInverse: function ( m, throwOnInvertible ) {

    // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
    var te = this.elements;
    var me = m.elements;

    var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
    var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
    var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
    var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];

    te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
    te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
    te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
    te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
    te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
    te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
    te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
    te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
    te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
    te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
    te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
    te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
    te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
    te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
    te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
    te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;

    var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];

    if ( det == 0 ) {

      var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";

      if ( throwOnInvertible || false ) {

        throw new Error( msg ); 

      } else {

        console.warn( msg );

      }

      this.identity();

      return this;
    }

    this.multiplyScalar( 1 / det );

    return this;

  },

  translate: function ( v ) {

    console.warn( 'DEPRECATED: Matrix4\'s .translate() has been removed.');

  },

  rotateX: function ( angle ) {

    console.warn( 'DEPRECATED: Matrix4\'s .rotateX() has been removed.');

  },

  rotateY: function ( angle ) {

    console.warn( 'DEPRECATED: Matrix4\'s .rotateY() has been removed.');

  },

  rotateZ: function ( angle ) {

    console.warn( 'DEPRECATED: Matrix4\'s .rotateZ() has been removed.');

  },

  rotateByAxis: function ( axis, angle ) {

    console.warn( 'DEPRECATED: Matrix4\'s .rotateByAxis() has been removed.');

  },

  scale: function ( v ) {

    var te = this.elements;
    var x = v.x, y = v.y, z = v.z;

    te[0] *= x; te[4] *= y; te[8] *= z;
    te[1] *= x; te[5] *= y; te[9] *= z;
    te[2] *= x; te[6] *= y; te[10] *= z;
    te[3] *= x; te[7] *= y; te[11] *= z;

    return this;

  },

  getMaxScaleOnAxis: function () {

    var te = this.elements;

    var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
    var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
    var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];

    return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );

  },

  makeTranslation: function ( x, y, z ) {

    this.set(

      1, 0, 0, x,
      0, 1, 0, y,
      0, 0, 1, z,
      0, 0, 0, 1

    );

    return this;

  },

  makeRotationX: function ( theta ) {

    var c = Math.cos( theta ), s = Math.sin( theta );

    this.set(

      1, 0,  0, 0,
      0, c, -s, 0,
      0, s,  c, 0,
      0, 0,  0, 1

    );

    return this;

  },

  makeRotationY: function ( theta ) {

    var c = Math.cos( theta ), s = Math.sin( theta );

    this.set(

       c, 0, s, 0,
       0, 1, 0, 0,
      -s, 0, c, 0,
       0, 0, 0, 1

    );

    return this;

  },

  makeRotationZ: function ( theta ) {

    var c = Math.cos( theta ), s = Math.sin( theta );

    this.set(

      c, -s, 0, 0,
      s,  c, 0, 0,
      0,  0, 1, 0,
      0,  0, 0, 1

    );

    return this;

  },

  makeRotationAxis: function ( axis, angle ) {

    // Based on http://www.gamedev.net/reference/articles/article1199.asp

    var c = Math.cos( angle );
    var s = Math.sin( angle );
    var t = 1 - c;
    var x = axis.x, y = axis.y, z = axis.z;
    var tx = t * x, ty = t * y;

    this.set(

      tx * x + c, tx * y - s * z, tx * z + s * y, 0,
      tx * y + s * z, ty * y + c, ty * z - s * x, 0,
      tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
      0, 0, 0, 1

    );

     return this;

  },

  makeScale: function ( x, y, z ) {

    this.set(

      x, 0, 0, 0,
      0, y, 0, 0,
      0, 0, z, 0,
      0, 0, 0, 1

    );

    return this;

  },

  compose: function ( position, quaternion, scale ) {

    this.makeRotationFromQuaternion( quaternion );
    this.scale( scale );
    this.setPosition( position );

    return this;

  },

  decompose: function () {

    var vector = new THREE.Vector3();
    var matrix = new THREE.Matrix4();

    return function ( position, quaternion, scale ) {

      var te = this.elements;

      var sx = vector.set( te[0], te[1], te[2] ).length();
      var sy = vector.set( te[4], te[5], te[6] ).length();
      var sz = vector.set( te[8], te[9], te[10] ).length();

      position.x = te[12];
      position.y = te[13];
      position.z = te[14];

      // scale the rotation part

      matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()

      var invSX = 1 / sx;
      var invSY = 1 / sy;
      var invSZ = 1 / sz;

      matrix.elements[0] *= invSX;
      matrix.elements[1] *= invSX;
      matrix.elements[2] *= invSX;

      matrix.elements[4] *= invSY;
      matrix.elements[5] *= invSY;
      matrix.elements[6] *= invSY;

      matrix.elements[8] *= invSZ;
      matrix.elements[9] *= invSZ;
      matrix.elements[10] *= invSZ;

      quaternion.setFromRotationMatrix( matrix );

      scale.x = sx;
      scale.y = sy;
      scale.z = sz;

      return this;

    };

  }(),

  makeFrustum: function ( left, right, bottom, top, near, far ) {

    var te = this.elements;
    var x = 2 * near / ( right - left );
    var y = 2 * near / ( top - bottom );

    var a = ( right + left ) / ( right - left );
    var b = ( top + bottom ) / ( top - bottom );
    var c = - ( far + near ) / ( far - near );
    var d = - 2 * far * near / ( far - near );

    te[0] = x;  te[4] = 0;  te[8] = a;  te[12] = 0;
    te[1] = 0;  te[5] = y;  te[9] = b;  te[13] = 0;
    te[2] = 0;  te[6] = 0;  te[10] = c; te[14] = d;
    te[3] = 0;  te[7] = 0;  te[11] = - 1; te[15] = 0;

    return this;

  },

  makePerspective: function ( fov, aspect, near, far ) {

    var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
    var ymin = - ymax;
    var xmin = ymin * aspect;
    var xmax = ymax * aspect;

    return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );

  },

  makeOrthographic: function ( left, right, top, bottom, near, far ) {

    var te = this.elements;
    var w = right - left;
    var h = top - bottom;
    var p = far - near;

    var x = ( right + left ) / w;
    var y = ( top + bottom ) / h;
    var z = ( far + near ) / p;

    te[0] = 2 / w;  te[4] = 0;  te[8] = 0;  te[12] = -x;
    te[1] = 0;  te[5] = 2 / h;  te[9] = 0;  te[13] = -y;
    te[2] = 0;  te[6] = 0;  te[10] = -2/p;  te[14] = -z;
    te[3] = 0;  te[7] = 0;  te[11] = 0; te[15] = 1;

    return this;

  },

  fromArray: function ( array ) {

    this.elements.set( array );

    return this;

  },

  toArray: function () {

    var te = this.elements;

    return [
      te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
      te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
      te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
      te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
    ];

  },

  clone: function () {

    var te = this.elements;

    return new THREE.Matrix4(

      te[0], te[4], te[8], te[12],
      te[1], te[5], te[9], te[13],
      te[2], te[6], te[10], te[14],
      te[3], te[7], te[11], te[15]

    );

  }

};

/**
 * @author bhouston / http://exocortex.com
 */

THREE.Ray = function ( origin, direction ) {

  this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
  this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();

};

THREE.Ray.prototype = {

  constructor: THREE.Ray,

  set: function ( origin, direction ) {

    this.origin.copy( origin );
    this.direction.copy( direction );

    return this;

  },

  copy: function ( ray ) {

    this.origin.copy( ray.origin );
    this.direction.copy( ray.direction );

    return this;

  },

  at: function ( t, optionalTarget ) {

    var result = optionalTarget || new THREE.Vector3();

    return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );

  },

  recast: function () {

    var v1 = new THREE.Vector3();

    return function ( t ) {

      this.origin.copy( this.at( t, v1 ) );

      return this;

    };

  }(),

  closestPointToPoint: function ( point, optionalTarget ) {

    var result = optionalTarget || new THREE.Vector3();
    result.subVectors( point, this.origin );
    var directionDistance = result.dot( this.direction );

    if ( directionDistance < 0 ) {

      return result.copy( this.origin );

    }

    return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

  },

  distanceToPoint: function () {

    var v1 = new THREE.Vector3();

    return function ( point ) {

      var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );

      // point behind the ray

      if ( directionDistance < 0 ) {

        return this.origin.distanceTo( point );

      }

      v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

      return v1.distanceTo( point );

    };

  }(),

  distanceSqToSegment: function( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {

    // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
    // It returns the min distance between the ray and the segment
    // defined by v0 and v1
    // It can also set two optional targets :
    // - The closest point on the ray
    // - The closest point on the segment

    var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
    var segDir = v1.clone().sub( v0 ).normalize();
    var segExtent = v0.distanceTo( v1 ) * 0.5;
    var diff = this.origin.clone().sub( segCenter );
    var a01 = - this.direction.dot( segDir );
    var b0 = diff.dot( this.direction );
    var b1 = - diff.dot( segDir );
    var c = diff.lengthSq();
    var det = Math.abs( 1 - a01 * a01 );
    var s0, s1, sqrDist, extDet;

    if ( det >= 0 ) {

      // The ray and segment are not parallel.

      s0 = a01 * b1 - b0;
      s1 = a01 * b0 - b1;
      extDet = segExtent * det;

      if ( s0 >= 0 ) {

        if ( s1 >= - extDet ) {

          if ( s1 <= extDet ) {

            // region 0
            // Minimum at interior points of ray and segment.

            var invDet = 1 / det;
            s0 *= invDet;
            s1 *= invDet;
            sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;

          } else {

            // region 1

            s1 = segExtent;
            s0 = Math.max( 0, - ( a01 * s1 + b0) );
            sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

          }

        } else {

          // region 5

          s1 = - segExtent;
          s0 = Math.max( 0, - ( a01 * s1 + b0) );
          sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

        }

      } else {

        if ( s1 <= - extDet) {

          // region 4

          s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
          s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
          sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

        } else if ( s1 <= extDet ) {

          // region 3

          s0 = 0;
          s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
          sqrDist = s1 * ( s1 + 2 * b1 ) + c;

        } else {

          // region 2

          s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
          s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
          sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

        }

      }

    } else {

      // Ray and segment are parallel.

      s1 = ( a01 > 0 ) ? - segExtent : segExtent;
      s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
      sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

    }

    if ( optionalPointOnRay ) {

      optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) );

    }

    if ( optionalPointOnSegment ) {

      optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) );

    }

    return sqrDist;

  },

  isIntersectionSphere: function ( sphere ) {

    return this.distanceToPoint( sphere.center ) <= sphere.radius;

  },

  isIntersectionPlane: function ( plane ) {

    // check if the ray lies on the plane first

    var distToPoint = plane.distanceToPoint( this.origin );

    if ( distToPoint === 0 ) {

      return true;

    }

    var denominator = plane.normal.dot( this.direction );

    if ( denominator * distToPoint < 0 ) {

      return true

    }

    // ray origin is behind the plane (and is pointing behind it)

    return false;

  },

  distanceToPlane: function ( plane ) {

    var denominator = plane.normal.dot( this.direction );
    if ( denominator == 0 ) {

      // line is coplanar, return origin
      if( plane.distanceToPoint( this.origin ) == 0 ) {

        return 0;

      }

      // Null is preferable to undefined since undefined means.... it is undefined

      return null;

    }

    var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;

    // Return if the ray never intersects the plane

    return t >= 0 ? t :  null;

  },

  intersectPlane: function ( plane, optionalTarget ) {

    var t = this.distanceToPlane( plane );

    if ( t === null ) {

      return null;
    }

    return this.at( t, optionalTarget );

  },

  applyMatrix4: function ( matrix4 ) {

    this.direction.add( this.origin ).applyMatrix4( matrix4 );
    this.origin.applyMatrix4( matrix4 );
    this.direction.sub( this.origin );

    return this;
  },

  equals: function ( ray ) {

    return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );

  },

  clone: function () {

    return new THREE.Ray().copy( this );

  }

};

/**
 * @author bhouston / http://exocortex.com
 * @author mrdoob / http://mrdoob.com/
 */

THREE.Sphere = function ( center, radius ) {

  this.center = ( center !== undefined ) ? center : new THREE.Vector3();
  this.radius = ( radius !== undefined ) ? radius : 0;

};

THREE.Sphere.prototype = {

  constructor: THREE.Sphere,

  set: function ( center, radius ) {

    this.center.copy( center );
    this.radius = radius;

    return this;
  },

  setFromPoints: function ( points ) {

    var radiusSq, maxRadiusSq = 0;

    for ( var i = 0, il = points.length; i < il; i ++ ) {

      radiusSq = points[ i ].lengthSq();
      maxRadiusSq = Math.max( maxRadiusSq, radiusSq );

    }

    this.center.set( 0, 0, 0 );
    this.radius = Math.sqrt( maxRadiusSq );

    return this;

  },

  copy: function ( sphere ) {

    this.center.copy( sphere.center );
    this.radius = sphere.radius;

    return this;

  },

  empty: function () {

    return ( this.radius <= 0 );

  },

  containsPoint: function ( point ) {

    return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );

  },

  distanceToPoint: function ( point ) {

    return ( point.distanceTo( this.center ) - this.radius );

  },

  intersectsSphere: function ( sphere ) {

    var radiusSum = this.radius + sphere.radius;

    return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );

  },

  clampPoint: function ( point, optionalTarget ) {

    var deltaLengthSq = this.center.distanceToSquared( point );

    var result = optionalTarget || new THREE.Vector3();
    result.copy( point );

    if ( deltaLengthSq > ( this.radius * this.radius ) ) {

      result.sub( this.center ).normalize();
      result.multiplyScalar( this.radius ).add( this.center );

    }

    return result;

  },

  getBoundingBox: function ( optionalTarget ) {

    var box = optionalTarget || new THREE.Box3();

    box.set( this.center, this.center );
    box.expandByScalar( this.radius );

    return box;

  },

  applyMatrix4: function ( matrix ) {

    this.center.applyMatrix4( matrix );
    this.radius = this.radius * matrix.getMaxScaleOnAxis();

    return this;

  },

  translate: function ( offset ) {

    this.center.add( offset );

    return this;

  },

  equals: function ( sphere ) {

    return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );

  },

  clone: function () {

    return new THREE.Sphere().copy( this );

  }

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author bhouston / http://exocortex.com
 */

THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {

  this.planes = [

    ( p0 !== undefined ) ? p0 : new THREE.Plane(),
    ( p1 !== undefined ) ? p1 : new THREE.Plane(),
    ( p2 !== undefined ) ? p2 : new THREE.Plane(),
    ( p3 !== undefined ) ? p3 : new THREE.Plane(),
    ( p4 !== undefined ) ? p4 : new THREE.Plane(),
    ( p5 !== undefined ) ? p5 : new THREE.Plane()

  ];

};

THREE.Frustum.prototype = {

  constructor: THREE.Frustum,

  set: function ( p0, p1, p2, p3, p4, p5 ) {

    var planes = this.planes;

    planes[0].copy( p0 );
    planes[1].copy( p1 );
    planes[2].copy( p2 );
    planes[3].copy( p3 );
    planes[4].copy( p4 );
    planes[5].copy( p5 );

    return this;

  },

  copy: function ( frustum ) {

    var planes = this.planes;

    for( var i = 0; i < 6; i ++ ) {

      planes[i].copy( frustum.planes[i] );

    }

    return this;

  },

  setFromMatrix: function ( m ) {

    var planes = this.planes;
    var me = m.elements;
    var me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3];
    var me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7];
    var me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11];
    var me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15];

    planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
    planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
    planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
    planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
    planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
    planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();

    return this;

  },

  intersectsObject: function () {

    var center = new THREE.Vector3();

    return function ( object ) {

      // this method is expanded inlined for performance reasons.

      var geometry = object.geometry;
      var matrix = object.matrixWorld;

      if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

      var negRadius = - geometry.boundingSphere.radius * matrix.getMaxScaleOnAxis();

      center.getPositionFromMatrix( matrix );

      var planes = this.planes;

      for ( var i = 0; i < 6; i ++ ) {

        var distance = planes[ i ].distanceToPoint( center );

        if ( distance < negRadius ) {

          return false;

        }

      }

      return true;

    };

  }(),

  intersectsSphere: function ( sphere ) {

    var planes = this.planes;
    var center = sphere.center;
    var negRadius = -sphere.radius;

    for ( var i = 0; i < 6; i ++ ) {

      var distance = planes[ i ].distanceToPoint( center );

      if ( distance < negRadius ) {

        return false;

      }

    }

    return true;

  },

  intersectsBox : function() {

    var p1 = new THREE.Vector3(),
      p2 = new THREE.Vector3();

    return function( box ) {

      var planes = this.planes;
      
      for ( var i = 0; i < 6 ; i ++ ) {
      
        var plane = planes[i];
        
        p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
        p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
        p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
        p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
        p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
        p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;

        var d1 = plane.distanceToPoint( p1 );
        var d2 = plane.distanceToPoint( p2 );
        
        // if both outside plane, no intersection

        if ( d1 < 0 && d2 < 0 ) {
          
          return false;
    
        }
      }

      return true;
    };

  }(),


  containsPoint: function ( point ) {

    var planes = this.planes;

    for ( var i = 0; i < 6; i ++ ) {

      if ( planes[ i ].distanceToPoint( point ) < 0 ) {

        return false;

      }

    }

    return true;

  },

  clone: function () {

    return new THREE.Frustum().copy( this );

  }

};

/**
 * @author bhouston / http://exocortex.com
 */

THREE.Plane = function ( normal, constant ) {

  this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
  this.constant = ( constant !== undefined ) ? constant : 0;

};

THREE.Plane.prototype = {

  constructor: THREE.Plane,

  set: function ( normal, constant ) {

    this.normal.copy( normal );
    this.constant = constant;

    return this;

  },

  setComponents: function ( x, y, z, w ) {

    this.normal.set( x, y, z );
    this.constant = w;

    return this;

  },

  setFromNormalAndCoplanarPoint: function ( normal, point ) {

    this.normal.copy( normal );
    this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized

    return this;

  },

  setFromCoplanarPoints: function() {

    var v1 = new THREE.Vector3();
    var v2 = new THREE.Vector3();

    return function ( a, b, c ) {

      var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();

      // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?

      this.setFromNormalAndCoplanarPoint( normal, a );

      return this;

    };

  }(),


  copy: function ( plane ) {

    this.normal.copy( plane.normal );
    this.constant = plane.constant;

    return this;

  },

  normalize: function () {

    // Note: will lead to a divide by zero if the plane is invalid.

    var inverseNormalLength = 1.0 / this.normal.length();
    this.normal.multiplyScalar( inverseNormalLength );
    this.constant *= inverseNormalLength;

    return this;

  },

  negate: function () {

    this.constant *= -1;
    this.normal.negate();

    return this;

  },

  distanceToPoint: function ( point ) {

    return this.normal.dot( point ) + this.constant;

  },

  distanceToSphere: function ( sphere ) {

    return this.distanceToPoint( sphere.center ) - sphere.radius;

  },

  projectPoint: function ( point, optionalTarget ) {

    return this.orthoPoint( point, optionalTarget ).sub( point ).negate();

  },

  orthoPoint: function ( point, optionalTarget ) {

    var perpendicularMagnitude = this.distanceToPoint( point );

    var result = optionalTarget || new THREE.Vector3();
    return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );

  },

  isIntersectionLine: function ( line ) {

    // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.

    var startSign = this.distanceToPoint( line.start );
    var endSign = this.distanceToPoint( line.end );

    return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );

  },

  intersectLine: function() {

    var v1 = new THREE.Vector3();

    return function ( line, optionalTarget ) {

      var result = optionalTarget || new THREE.Vector3();

      var direction = line.delta( v1 );

      var denominator = this.normal.dot( direction );

      if ( denominator == 0 ) {

        // line is coplanar, return origin
        if( this.distanceToPoint( line.start ) == 0 ) {

          return result.copy( line.start );

        }

        // Unsure if this is the correct method to handle this case.
        return undefined;

      }

      var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;

      if( t < 0 || t > 1 ) {

        return undefined;

      }

      return result.copy( direction ).multiplyScalar( t ).add( line.start );

    };

  }(),


  coplanarPoint: function ( optionalTarget ) {

    var result = optionalTarget || new THREE.Vector3();
    return result.copy( this.normal ).multiplyScalar( - this.constant );

  },

  applyMatrix4: function() {

    var v1 = new THREE.Vector3();
    var v2 = new THREE.Vector3();

    return function ( matrix, optionalNormalMatrix ) {

      // compute new normal based on theory here:
      // http://www.songho.ca/opengl/gl_normaltransform.html
      optionalNormalMatrix = optionalNormalMatrix || new THREE.Matrix3().getNormalMatrix( matrix );
      var newNormal = v1.copy( this.normal ).applyMatrix3( optionalNormalMatrix );

      var newCoplanarPoint = this.coplanarPoint( v2 );
      newCoplanarPoint.applyMatrix4( matrix );

      this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );

      return this;

    };

  }(),

  translate: function ( offset ) {

    this.constant = this.constant - offset.dot( this.normal );

    return this;

  },

  equals: function ( plane ) {

    return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );

  },

  clone: function () {

    return new THREE.Plane().copy( this );

  }

};

/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 */

THREE.Math = {

  PI2: Math.PI * 2,

  generateUUID: function () {

    // http://www.broofa.com/Tools/Math.uuid.htm
    
    var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split('');
    var uuid = new Array(36);
    var rnd = 0, r;

    return function () {

      for ( var i = 0; i < 36; i ++ ) {

        if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
      
          uuid[ i ] = '-';
      
        } else if ( i == 14 ) {
      
          uuid[ i ] = '4';
      
        } else {
      
          if (rnd <= 0x02) rnd = 0x2000000 + (Math.random()*0x1000000)|0;
          r = rnd & 0xf;
          rnd = rnd >> 4;
          uuid[i] = chars[(i == 19) ? (r & 0x3) | 0x8 : r];

        }
      }
      
      return uuid.join('');

    };

  }(),

  // Clamp value to range <a, b>

  clamp: function ( x, a, b ) {

    return ( x < a ) ? a : ( ( x > b ) ? b : x );

  },

  // Clamp value to range <a, inf)

  clampBottom: function ( x, a ) {

    return x < a ? a : x;

  },

  // Linear mapping from range <a1, a2> to range <b1, b2>

  mapLinear: function ( x, a1, a2, b1, b2 ) {

    return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );

  },

  // http://en.wikipedia.org/wiki/Smoothstep

  smoothstep: function ( x, min, max ) {

    if ( x <= min ) return 0;
    if ( x >= max ) return 1;

    x = ( x - min )/( max - min );

    return x*x*(3 - 2*x);

  },

  smootherstep: function ( x, min, max ) {

    if ( x <= min ) return 0;
    if ( x >= max ) return 1;

    x = ( x - min )/( max - min );

    return x*x*x*(x*(x*6 - 15) + 10);

  },

  // Random float from <0, 1> with 16 bits of randomness
  // (standard Math.random() creates repetitive patterns when applied over larger space)

  random16: function () {

    return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;

  },

  // Random integer from <low, high> interval

  randInt: function ( low, high ) {

    return low + Math.floor( Math.random() * ( high - low + 1 ) );

  },

  // Random float from <low, high> interval

  randFloat: function ( low, high ) {

    return low + Math.random() * ( high - low );

  },

  // Random float from <-range/2, range/2> interval

  randFloatSpread: function ( range ) {

    return range * ( 0.5 - Math.random() );

  },

  sign: function ( x ) {

    return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );

  },

  degToRad: function() {

    var degreeToRadiansFactor = Math.PI / 180;

    return function ( degrees ) {

      return degrees * degreeToRadiansFactor;

    };

  }(),

  radToDeg: function() {

    var radianToDegreesFactor = 180 / Math.PI;

    return function ( radians ) {

      return radians * radianToDegreesFactor;

    };

  }()

};

/**
 * Spline from Tween.js, slightly optimized (and trashed)
 * http://sole.github.com/tween.js/examples/05_spline.html
 *
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Spline = function ( points ) {

  this.points = points;

  var c = [], v3 = { x: 0, y: 0, z: 0 },
  point, intPoint, weight, w2, w3,
  pa, pb, pc, pd;

  this.initFromArray = function( a ) {

    this.points = [];

    for ( var i = 0; i < a.length; i++ ) {

      this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };

    }

  };

  this.getPoint = function ( k ) {

    point = ( this.points.length - 1 ) * k;
    intPoint = Math.floor( point );
    weight = point - intPoint;

    c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
    c[ 1 ] = intPoint;
    c[ 2 ] = intPoint  > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
    c[ 3 ] = intPoint  > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;

    pa = this.points[ c[ 0 ] ];
    pb = this.points[ c[ 1 ] ];
    pc = this.points[ c[ 2 ] ];
    pd = this.points[ c[ 3 ] ];

    w2 = weight * weight;
    w3 = weight * w2;

    v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
    v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
    v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );

    return v3;

  };

  this.getControlPointsArray = function () {

    var i, p, l = this.points.length,
      coords = [];

    for ( i = 0; i < l; i ++ ) {

      p = this.points[ i ];
      coords[ i ] = [ p.x, p.y, p.z ];

    }

    return coords;

  };

  // approximate length by summing linear segments

  this.getLength = function ( nSubDivisions ) {

    var i, index, nSamples, position,
      point = 0, intPoint = 0, oldIntPoint = 0,
      oldPosition = new THREE.Vector3(),
      tmpVec = new THREE.Vector3(),
      chunkLengths = [],
      totalLength = 0;

    // first point has 0 length

    chunkLengths[ 0 ] = 0;

    if ( !nSubDivisions ) nSubDivisions = 100;

    nSamples = this.points.length * nSubDivisions;

    oldPosition.copy( this.points[ 0 ] );

    for ( i = 1; i < nSamples; i ++ ) {

      index = i / nSamples;

      position = this.getPoint( index );
      tmpVec.copy( position );

      totalLength += tmpVec.distanceTo( oldPosition );

      oldPosition.copy( position );

      point = ( this.points.length - 1 ) * index;
      intPoint = Math.floor( point );

      if ( intPoint != oldIntPoint ) {

        chunkLengths[ intPoint ] = totalLength;
        oldIntPoint = intPoint;

      }

    }

    // last point ends with total length

    chunkLengths[ chunkLengths.length ] = totalLength;

    return { chunks: chunkLengths, total: totalLength };

  };

  this.reparametrizeByArcLength = function ( samplingCoef ) {

    var i, j,
      index, indexCurrent, indexNext,
      linearDistance, realDistance,
      sampling, position,
      newpoints = [],
      tmpVec = new THREE.Vector3(),
      sl = this.getLength();

    newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );

    for ( i = 1; i < this.points.length; i++ ) {

      //tmpVec.copy( this.points[ i - 1 ] );
      //linearDistance = tmpVec.distanceTo( this.points[ i ] );

      realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];

      sampling = Math.ceil( samplingCoef * realDistance / sl.total );

      indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
      indexNext = i / ( this.points.length - 1 );

      for ( j = 1; j < sampling - 1; j++ ) {

        index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );

        position = this.getPoint( index );
        newpoints.push( tmpVec.copy( position ).clone() );

      }

      newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );

    }

    this.points = newpoints;

  };

  // Catmull-Rom

  function interpolate( p0, p1, p2, p3, t, t2, t3 ) {

    var v0 = ( p2 - p0 ) * 0.5,
      v1 = ( p3 - p1 ) * 0.5;

    return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;

  };

};

/**
 * @author bhouston / http://exocortex.com
 * @author mrdoob / http://mrdoob.com/
 */

THREE.Triangle = function ( a, b, c ) {

  this.a = ( a !== undefined ) ? a : new THREE.Vector3();
  this.b = ( b !== undefined ) ? b : new THREE.Vector3();
  this.c = ( c !== undefined ) ? c : new THREE.Vector3();

};

THREE.Triangle.normal = function() {

  var v0 = new THREE.Vector3();

  return function ( a, b, c, optionalTarget ) {

    var result = optionalTarget || new THREE.Vector3();

    result.subVectors( c, b );
    v0.subVectors( a, b );
    result.cross( v0 );

    var resultLengthSq = result.lengthSq();
    if( resultLengthSq > 0 ) {

      return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );

    }

    return result.set( 0, 0, 0 );

  };

}();

// static/instance method to calculate barycoordinates
// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
THREE.Triangle.barycoordFromPoint = function() {

  var v0 = new THREE.Vector3();
  var v1 = new THREE.Vector3();
  var v2 = new THREE.Vector3();

  return function ( point, a, b, c, optionalTarget ) {

    v0.subVectors( c, a );
    v1.subVectors( b, a );
    v2.subVectors( point, a );

    var dot00 = v0.dot( v0 );
    var dot01 = v0.dot( v1 );
    var dot02 = v0.dot( v2 );
    var dot11 = v1.dot( v1 );
    var dot12 = v1.dot( v2 );

    var denom = ( dot00 * dot11 - dot01 * dot01 );

    var result = optionalTarget || new THREE.Vector3();

    // colinear or singular triangle
    if( denom == 0 ) {
      // arbitrary location outside of triangle?
      // not sure if this is the best idea, maybe should be returning undefined
      return result.set( -2, -1, -1 );
    }

    var invDenom = 1 / denom;
    var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
    var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;

    // barycoordinates must always sum to 1
    return result.set( 1 - u - v, v, u );

  };

}();

THREE.Triangle.containsPoint = function() {

  var v1 = new THREE.Vector3();

  return function ( point, a, b, c ) {

    var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );

    return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );

  };

}();

THREE.Triangle.prototype = {

  constructor: THREE.Triangle,

  set: function ( a, b, c ) {

    this.a.copy( a );
    this.b.copy( b );
    this.c.copy( c );

    return this;

  },

  setFromPointsAndIndices: function ( points, i0, i1, i2 ) {

    this.a.copy( points[i0] );
    this.b.copy( points[i1] );
    this.c.copy( points[i2] );

    return this;

  },

  copy: function ( triangle ) {

    this.a.copy( triangle.a );
    this.b.copy( triangle.b );
    this.c.copy( triangle.c );

    return this;

  },

  area: function() {

    var v0 = new THREE.Vector3();
    var v1 = new THREE.Vector3();

    return function () {

      v0.subVectors( this.c, this.b );
      v1.subVectors( this.a, this.b );

      return v0.cross( v1 ).length() * 0.5;

    };

  }(),

  midpoint: function ( optionalTarget ) {

    var result = optionalTarget || new THREE.Vector3();
    return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );

  },

  normal: function ( optionalTarget ) {

    return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );

  },

  plane: function ( optionalTarget ) {

    var result = optionalTarget || new THREE.Plane();

    return result.setFromCoplanarPoints( this.a, this.b, this.c );

  },

  barycoordFromPoint: function ( point, optionalTarget ) {

    return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );

  },

  containsPoint: function ( point ) {

    return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );

  },

  equals: function ( triangle ) {

    return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );

  },

  clone: function () {

    return new THREE.Triangle().copy( this );

  }

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.Vertex = function ( v ) {

  console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.')
  return v;

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.UV = function ( u, v ) {

  console.warn( 'THREE.UV has been DEPRECATED. Use THREE.Vector2 instead.')
  return new THREE.Vector2( u, v );

};

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Clock = function ( autoStart ) {

  this.autoStart = ( autoStart !== undefined ) ? autoStart : true;

  this.startTime = 0;
  this.oldTime = 0;
  this.elapsedTime = 0;

  this.running = false;

};

THREE.Clock.prototype = {

  constructor: THREE.Clock,

  start: function () {

    this.startTime = self.performance !== undefined && self.performance.now !== undefined
          ? self.performance.now()
          : Date.now();

    this.oldTime = this.startTime;
    this.running = true;
  },

  stop: function () {

    this.getElapsedTime();
    this.running = false;

  },

  getElapsedTime: function () {

    this.getDelta();
    return this.elapsedTime;

  },

  getDelta: function () {

    var diff = 0;

    if ( this.autoStart && ! this.running ) {

      this.start();

    }

    if ( this.running ) {

      var newTime = self.performance !== undefined && self.performance.now !== undefined
          ? self.performance.now()
          : Date.now();

      diff = 0.001 * ( newTime - this.oldTime );
      this.oldTime = newTime;

      this.elapsedTime += diff;

    }

    return diff;

  }

};

/**
 * https://github.com/mrdoob/eventdispatcher.js/
 */

THREE.EventDispatcher = function () {}

THREE.EventDispatcher.prototype = {

  constructor: THREE.EventDispatcher,

  apply: function ( object ) {

    object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
    object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
    object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
    object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;

  },

  addEventListener: function ( type, listener ) {

    if ( this._listeners === undefined ) this._listeners = {};

    var listeners = this._listeners;

    if ( listeners[ type ] === undefined ) {

      listeners[ type ] = [];

    }

    if ( listeners[ type ].indexOf( listener ) === - 1 ) {

      listeners[ type ].push( listener );

    }

  },

  hasEventListener: function ( type, listener ) {

    if ( this._listeners === undefined ) return false;

    var listeners = this._listeners;

    if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {

      return true;

    }

    return false;

  },

  removeEventListener: function ( type, listener ) {

    if ( this._listeners === undefined ) return;

    var listeners = this._listeners;
    var index = listeners[ type ].indexOf( listener );

    if ( index !== - 1 ) {

      listeners[ type ].splice( index, 1 );

    }

  },

  dispatchEvent: function ( event ) {

    if ( this._listeners === undefined ) return;

    var listeners = this._listeners;
    var listenerArray = listeners[ event.type ];

    if ( listenerArray !== undefined ) {

      event.target = this;

      for ( var i = 0, l = listenerArray.length; i < l; i ++ ) {

        listenerArray[ i ].call( this, event );

      }

    }

  }

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author bhouston / http://exocortex.com/
 */

( function ( THREE ) {

  THREE.Raycaster = function ( origin, direction, near, far ) {

    this.ray = new THREE.Ray( origin, direction );

    // normalized ray.direction required for accurate distance calculations
    if ( this.ray.direction.lengthSq() > 0 ) {

      this.ray.direction.normalize();

    }

    this.near = near || 0;
    this.far = far || Infinity;

  };

  var sphere = new THREE.Sphere();
  var localRay = new THREE.Ray();
  var facePlane = new THREE.Plane();
  var intersectPoint = new THREE.Vector3();
  var matrixPosition = new THREE.Vector3();

  var inverseMatrix = new THREE.Matrix4();

  var descSort = function ( a, b ) {

    return a.distance - b.distance;

  };

  var intersectObject = function ( object, raycaster, intersects ) {

    if ( object instanceof THREE.Particle ) {

      matrixPosition.getPositionFromMatrix( object.matrixWorld );
      var distance = raycaster.ray.distanceToPoint( matrixPosition );

      if ( distance > object.scale.x ) {

        return intersects;

      }

      intersects.push( {

        distance: distance,
        point: object.position,
        face: null,
        object: object

      } );

    } else if ( object instanceof THREE.LOD ) {

      matrixPosition.getPositionFromMatrix( object.matrixWorld );
      var distance = raycaster.ray.origin.distanceTo( matrixPosition );

      intersectObject( object.getObjectForDistance( distance ), raycaster, intersects );

    } else if ( object instanceof THREE.Mesh ) {

      var geometry = object.geometry;

      // Checking boundingSphere distance to ray
      matrixPosition.getPositionFromMatrix( object.matrixWorld );

      if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

      sphere.set( matrixPosition, geometry.boundingSphere.radius * object.matrixWorld.getMaxScaleOnAxis() );

      if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {

        return intersects;

      }

      var vertices = geometry.vertices;

      if ( geometry instanceof THREE.BufferGeometry ) {

        var material = object.material;

        if ( material === undefined ) return intersects;
        if ( geometry.dynamic === false ) return intersects;

        var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
        var objectMaterials = isFaceMaterial === true ? object.material.materials : null;

        var side = object.material.side;

        var a, b, c;
        var precision = raycaster.precision;

        inverseMatrix.getInverse( object.matrixWorld );

        localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );

        var fl;
        var indexed = false;

        if ( geometry.attributes.index ) {

          indexed = true;
          fl = geometry.attributes.index.numItems / 3;

        } else {

          fl = geometry.attributes.position.numItems / 9;

        }

        var vA = new THREE.Vector3();
        var vB = new THREE.Vector3();
        var vC = new THREE.Vector3();
        var vCB = new THREE.Vector3();
        var vAB = new THREE.Vector3();

        for ( var oi = 0; oi < geometry.offsets.length; ++oi ) {

          var start = geometry.offsets[ oi ].start;
          var count = geometry.offsets[ oi ].count;
          var index = geometry.offsets[ oi ].index;

          for ( var i = start, il = start + count; i < il; i += 3 ) {

            if ( indexed ) {

              a = index + geometry.attributes.index.array[ i ];
              b = index + geometry.attributes.index.array[ i + 1 ];
              c = index + geometry.attributes.index.array[ i + 2 ];

            } else {

              a = index;
              b = index + 1;
              c = index + 2;

            }

            vA.set(
              geometry.attributes.position.array[ a * 3 ],
              geometry.attributes.position.array[ a * 3 + 1 ],
              geometry.attributes.position.array[ a * 3 + 2 ]
            );
            vB.set(
              geometry.attributes.position.array[ b * 3 ],
              geometry.attributes.position.array[ b * 3 + 1 ],
              geometry.attributes.position.array[ b * 3 + 2 ]
            );
            vC.set(
              geometry.attributes.position.array[ c * 3 ],
              geometry.attributes.position.array[ c * 3 + 1 ],
              geometry.attributes.position.array[ c * 3 + 2 ]
            );

            facePlane.setFromCoplanarPoints( vA, vB, vC );

            var planeDistance = localRay.distanceToPlane( facePlane );

            // bail if the ray is too close to the plane
            if ( planeDistance < precision ) continue;

            // bail if the ray is behind the plane
            if ( planeDistance === null ) continue;

            // check if we hit the wrong side of a single sided face
            side = material.side;

            if ( side !== THREE.DoubleSide ) {

              var planeSign = localRay.direction.dot( facePlane.normal );
              

              if ( ! ( side === THREE.FrontSide ? planeSign < 0 : planeSign > 0 ) ) {

                continue;

              }

            }

            // this can be done using the planeDistance from localRay because
            // localRay wasn't normalized, but ray was
            if ( planeDistance < raycaster.near || planeDistance > raycaster.far ) {

              continue;

            }

            // passing in intersectPoint avoids a copy
            intersectPoint = localRay.at( planeDistance, intersectPoint );

            if ( THREE.Triangle.containsPoint( intersectPoint, vA, vB, vC ) === false ) {

              continue;

            }

            intersects.push( {

              // this works because the original ray was normalized,
              // and the transformed localRay wasn't
              distance: planeDistance,
              point: raycaster.ray.at( planeDistance ),
              face: null,
              faceIndex: null,
              object: object

            } );

          }
        }

      } else if ( geometry instanceof THREE.Geometry ) {

        var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
        var objectMaterials = isFaceMaterial === true ? object.material.materials : null;

        var side = object.material.side;

        var a, b, c, d;
        var precision = raycaster.precision;

        inverseMatrix.getInverse( object.matrixWorld );

        localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );

        for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {

          var face = geometry.faces[ f ];

          var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : object.material;

          if ( material === undefined ) continue;

          facePlane.setFromNormalAndCoplanarPoint( face.normal, vertices[face.a] );

          var planeDistance = localRay.distanceToPlane( facePlane );

          // bail if the ray is too close to the plane
          if ( planeDistance < precision ) continue;

          // bail if the ray is behind the plane
          if ( planeDistance === null ) continue;

          // check if we hit the wrong side of a single sided face
          side = material.side;
          if ( side !== THREE.DoubleSide ) {

            var planeSign = localRay.direction.dot( facePlane.normal );

            if ( ! ( side === THREE.FrontSide ? planeSign < 0 : planeSign > 0 ) ) {

              continue;

            }

          }

          // this can be done using the planeDistance from localRay because localRay
          // wasn't normalized, but ray was
          if ( planeDistance < raycaster.near || planeDistance > raycaster.far ) continue;

          // passing in intersectPoint avoids a copy
          intersectPoint = localRay.at( planeDistance, intersectPoint );

          if ( face instanceof THREE.Face3 ) {

            a = vertices[ face.a ];
            b = vertices[ face.b ];
            c = vertices[ face.c ];

            if ( THREE.Triangle.containsPoint( intersectPoint, a, b, c ) === false ) {

              continue;

            }

          } else if ( face instanceof THREE.Face4 ) {

            a = vertices[ face.a ];
            b = vertices[ face.b ];
            c = vertices[ face.c ];
            d = vertices[ face.d ];

            if ( THREE.Triangle.containsPoint( intersectPoint, a, b, d ) === false &&
                 THREE.Triangle.containsPoint( intersectPoint, b, c, d ) === false ) {

              continue;

            }

          } else {

            // This is added because if we call out of this if/else group when
            // none of the cases match it will add a point to the intersection
            // list erroneously.
            throw Error( "face type not supported" );

          }

          intersects.push( {

            // this works because the original ray was normalized,
            // and the transformed localRay wasn't
            distance: planeDistance,
            point: raycaster.ray.at( planeDistance ),
            face: face,
            faceIndex: f,
            object: object

          } );

        }

      }

    } else if ( object instanceof THREE.Line ) {

      var precision = raycaster.linePrecision;
      var precisionSq = precision * precision;

      var geometry = object.geometry;

      if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

      // Checking boundingSphere distance to ray
      matrixPosition.getPositionFromMatrix(object.matrixWorld);
      sphere.set( matrixPosition, geometry.boundingSphere.radius * object.matrixWorld.getMaxScaleOnAxis() );
      
      if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {

        return intersects;

      }
      
      inverseMatrix.getInverse( object.matrixWorld );
      localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
      localRay.direction.normalize(); // for scale matrix

      var vertices = geometry.vertices;
      var nbVertices = vertices.length;
      var interSegment = new THREE.Vector3();
      var interRay = new THREE.Vector3();
      var step = object.type === THREE.LineStrip ? 1 : 2;

      for ( var i = 0; i < nbVertices - 1; i = i + step ) {

        var distSq = localRay.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );

        if ( distSq <= precisionSq ) {

          var distance = localRay.origin.distanceTo( interRay );

          if ( raycaster.near <= distance && distance <= raycaster.far ) {

            intersects.push( {

              distance: distance,
              // What do we want? intersection point on the ray or on the segment??
              // point: raycaster.ray.at( distance ),
              point: interSegment.clone().applyMatrix4( object.matrixWorld ),
              face: null,
              faceIndex: null,
              object: object

            } );

          }

        }

      }

    }

  };

  var intersectDescendants = function ( object, raycaster, intersects ) {

    var descendants = object.getDescendants();

    for ( var i = 0, l = descendants.length; i < l; i ++ ) {

      intersectObject( descendants[ i ], raycaster, intersects );

    }
  };

  //

  THREE.Raycaster.prototype.precision = 0.0001;
  THREE.Raycaster.prototype.linePrecision = 1;

  THREE.Raycaster.prototype.set = function ( origin, direction ) {

    this.ray.set( origin, direction );

    // normalized ray.direction required for accurate distance calculations
    if ( this.ray.direction.length() > 0 ) {

      this.ray.direction.normalize();

    }

  };

  THREE.Raycaster.prototype.intersectObject = function ( object, recursive ) {

    var intersects = [];

    if ( recursive === true ) {

      intersectDescendants( object, this, intersects );

    }

    intersectObject( object, this, intersects );

    intersects.sort( descSort );

    return intersects;

  };

  THREE.Raycaster.prototype.intersectObjects = function ( objects, recursive ) {

    var intersects = [];

    for ( var i = 0, l = objects.length; i < l; i ++ ) {

      intersectObject( objects[ i ], this, intersects );

      if ( recursive === true ) {

        intersectDescendants( objects[ i ], this, intersects );

      }

    }

    intersects.sort( descSort );

    return intersects;

  };

}( THREE ) );

/**
 * @author mrdoob / http://mrdoob.com/
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 * @author WestLangley / http://github.com/WestLangley
 */

THREE.Object3D = function () {

  this.id = THREE.Object3DIdCount ++;
  this.uuid = THREE.Math.generateUUID();

  this.name = '';

  this.parent = undefined;
  this.children = [];

  this.up = new THREE.Vector3( 0, 1, 0 );

  this.position = new THREE.Vector3();
  this.rotation = new THREE.Euler();
  this.quaternion = new THREE.Quaternion();
  this.scale = new THREE.Vector3( 1, 1, 1 );

  // keep rotation and quaternion in sync

  this.rotation._quaternion = this.quaternion;
  this.quaternion._euler = this.rotation;

  this.renderDepth = null;

  this.rotationAutoUpdate = true;

  this.matrix = new THREE.Matrix4();
  this.matrixWorld = new THREE.Matrix4();

  this.matrixAutoUpdate = true;
  this.matrixWorldNeedsUpdate = true;

  this.visible = true;

  this.castShadow = false;
  this.receiveShadow = false;

  this.frustumCulled = true;

  this.userData = {};

};


THREE.Object3D.prototype = {

  constructor: THREE.Object3D,

  get eulerOrder () {

    console.warn( 'DEPRECATED: Object3D\'s .eulerOrder has been moved to Object3D\'s .rotation.order.' );

    return this.rotation.order;

  },

  set eulerOrder ( value ) {

    console.warn( 'DEPRECATED: Object3D\'s .eulerOrder has been moved to Object3D\'s .rotation.order.' );

    this.rotation.order = value;

  },

  get useQuaternion () {

    console.warn( 'DEPRECATED: Object3D\'s .useQuaternion has been removed. The library now uses quaternions by default.' );

  },

  set useQuaternion ( value ) {

    console.warn( 'DEPRECATED: Object3D\'s .useQuaternion has been removed. The library now uses quaternions by default.' );

  },

  applyMatrix: function () {

    var m1 = new THREE.Matrix4();

    return function ( matrix ) {

      this.matrix.multiplyMatrices( matrix, this.matrix );

      this.position.getPositionFromMatrix( this.matrix );

      this.scale.getScaleFromMatrix( this.matrix );

      m1.extractRotation( this.matrix );

      this.quaternion.setFromRotationMatrix( m1 );

    }

  }(),

  setRotationFromAxisAngle: function ( axis, angle ) {

    // assumes axis is normalized

    this.quaternion.setFromAxisAngle( axis, angle );

  },

  setRotationFromEuler: function ( euler ) {

    this.quaternion.setFromEuler( euler, true );

  },

  setRotationFromMatrix: function ( m ) {

    // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

    this.quaternion.setFromRotationMatrix( m );

  },

  setRotationFromQuaternion: function ( q ) {

    // assumes q is normalized

    this.quaternion.copy( q );

  },

  rotateOnAxis: function() {

    // rotate object on axis in object space
    // axis is assumed to be normalized

    var q1 = new THREE.Quaternion();

    return function ( axis, angle ) {

      q1.setFromAxisAngle( axis, angle );

      this.quaternion.multiply( q1 );

      return this;

    }

  }(),

  rotateX: function () {

    var v1 = new THREE.Vector3( 1, 0, 0 );

    return function ( angle ) {

      return this.rotateOnAxis( v1, angle );

    };

  }(),

  rotateY: function () {

    var v1 = new THREE.Vector3( 0, 1, 0 );

    return function ( angle ) {

      return this.rotateOnAxis( v1, angle );

    };

  }(),

  rotateZ: function () {

    var v1 = new THREE.Vector3( 0, 0, 1 );

    return function ( angle ) {

      return this.rotateOnAxis( v1, angle );

    };

  }(),

  translateOnAxis: function () {

    // translate object by distance along axis in object space
    // axis is assumed to be normalized

    var v1 = new THREE.Vector3();

    return function ( axis, distance ) {

      v1.copy( axis );

      v1.applyQuaternion( this.quaternion );

      this.position.add( v1.multiplyScalar( distance ) );

      return this;

    }

  }(),

  translate: function ( distance, axis ) {

    console.warn( 'DEPRECATED: Object3D\'s .translate() has been removed. Use .translateOnAxis( axis, distance ) instead. Note args have been changed.' );
    return this.translateOnAxis( axis, distance );

  },

  translateX: function () {

    var v1 = new THREE.Vector3( 1, 0, 0 );

    return function ( distance ) {

      return this.translateOnAxis( v1, distance );

    };

  }(),

  translateY: function () {

    var v1 = new THREE.Vector3( 0, 1, 0 );

    return function ( distance ) {

      return this.translateOnAxis( v1, distance );

    };

  }(),

  translateZ: function () {

    var v1 = new THREE.Vector3( 0, 0, 1 );

    return function ( distance ) {

      return this.translateOnAxis( v1, distance );

    };

  }(),

  localToWorld: function ( vector ) {

    return vector.applyMatrix4( this.matrixWorld );

  },

  worldToLocal: function () {

    var m1 = new THREE.Matrix4();

    return function ( vector ) {

      return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );

    };

  }(),

  lookAt: function () {

    // This routine does not support objects with rotated and/or translated parent(s)

    var m1 = new THREE.Matrix4();

    return function ( vector ) {

      m1.lookAt( vector, this.position, this.up );

      this.quaternion.setFromRotationMatrix( m1 );

    };

  }(),

  add: function ( object ) {

    if ( object === this ) {

      console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' );
      return;

    }

    if ( object instanceof THREE.Object3D ) {

      if ( object.parent !== undefined ) {

        object.parent.remove( object );

      }

      object.parent = this;
      object.dispatchEvent( { type: 'added' } );

      this.children.push( object );

      // add to scene

      var scene = this;

      while ( scene.parent !== undefined ) {

        scene = scene.parent;

      }

      if ( scene !== undefined && scene instanceof THREE.Scene )  {

        scene.__addObject( object );

      }

    }

  },

  remove: function ( object ) {

    var index = this.children.indexOf( object );

    if ( index !== - 1 ) {

      object.parent = undefined;
      object.dispatchEvent( { type: 'removed' } );

      this.children.splice( index, 1 );

      // remove from scene

      var scene = this;

      while ( scene.parent !== undefined ) {

        scene = scene.parent;

      }

      if ( scene !== undefined && scene instanceof THREE.Scene ) {

        scene.__removeObject( object );

      }

    }

  },

  traverse: function ( callback ) {

    callback( this );

    for ( var i = 0, l = this.children.length; i < l; i ++ ) {

      this.children[ i ].traverse( callback );

    }

  },

  getObjectById: function ( id, recursive ) {

    for ( var i = 0, l = this.children.length; i < l; i ++ ) {

      var child = this.children[ i ];

      if ( child.id === id ) {

        return child;

      }

      if ( recursive === true ) {

        child = child.getObjectById( id, recursive );

        if ( child !== undefined ) {

          return child;

        }

      }

    }

    return undefined;

  },

  getObjectByName: function ( name, recursive ) {

    for ( var i = 0, l = this.children.length; i < l; i ++ ) {

      var child = this.children[ i ];

      if ( child.name === name ) {

        return child;

      }

      if ( recursive === true ) {

        child = child.getObjectByName( name, recursive );

        if ( child !== undefined ) {

          return child;

        }

      }

    }

    return undefined;

  },

  getChildByName: function ( name, recursive ) {

    console.warn( 'DEPRECATED: Object3D\'s .getChildByName() has been renamed to .getObjectByName().' );
    return this.getObjectByName( name, recursive );

  },

  getDescendants: function ( array ) {

    if ( array === undefined ) array = [];

    Array.prototype.push.apply( array, this.children );

    for ( var i = 0, l = this.children.length; i < l; i ++ ) {

      this.children[ i ].getDescendants( array );

    }

    return array;

  },

  updateMatrix: function () {

    this.matrix.compose( this.position, this.quaternion, this.scale );

    this.matrixWorldNeedsUpdate = true;

  },

  updateMatrixWorld: function ( force ) {

    if ( this.matrixAutoUpdate === true ) this.updateMatrix();

    if ( this.matrixWorldNeedsUpdate === true || force === true ) {

      if ( this.parent === undefined ) {

        this.matrixWorld.copy( this.matrix );

      } else {

        this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );

      }

      this.matrixWorldNeedsUpdate = false;

      force = true;

    }

    // update children

    for ( var i = 0, l = this.children.length; i < l; i ++ ) {

      this.children[ i ].updateMatrixWorld( force );

    }

  },

  clone: function ( object, recursive ) {

    if ( object === undefined ) object = new THREE.Object3D();
    if ( recursive === undefined ) recursive = true;

    object.name = this.name;

    object.up.copy( this.up );

    object.position.copy( this.position );
    object.quaternion.copy( this.quaternion );
    object.scale.copy( this.scale );

    object.renderDepth = this.renderDepth;

    object.rotationAutoUpdate = this.rotationAutoUpdate;

    object.matrix.copy( this.matrix );
    object.matrixWorld.copy( this.matrixWorld );

    object.matrixAutoUpdate = this.matrixAutoUpdate;
    object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;

    object.visible = this.visible;

    object.castShadow = this.castShadow;
    object.receiveShadow = this.receiveShadow;

    object.frustumCulled = this.frustumCulled;

    object.userData = JSON.parse( JSON.stringify( this.userData ) );

    if ( recursive === true ) {

      for ( var i = 0; i < this.children.length; i ++ ) {

        var child = this.children[ i ];
        object.add( child.clone() );

      }

    }

    return object;

  }

};

THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );

THREE.Object3DIdCount = 0;

/**
 * @author mrdoob / http://mrdoob.com/
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author julianwa / https://github.com/julianwa
 */

THREE.Projector = function () {

  var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
  _vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
  _face, _face3Count, _face3Pool = [], _face3PoolLength = 0,
  _face4Count, _face4Pool = [], _face4PoolLength = 0,
  _line, _lineCount, _linePool = [], _linePoolLength = 0,
  _particle, _particleCount, _particlePool = [], _particlePoolLength = 0,

  _renderData = { objects: [], sprites: [], lights: [], elements: [] },

  _vector3 = new THREE.Vector3(),
  _vector4 = new THREE.Vector4(),

  _clipBox = new THREE.Box3( new THREE.Vector3( -1, -1, -1 ), new THREE.Vector3( 1, 1, 1 ) ),
  _boundingBox = new THREE.Box3(),
  _points3 = new Array( 3 ),
  _points4 = new Array( 4 ),

  _viewMatrix = new THREE.Matrix4(),
  _viewProjectionMatrix = new THREE.Matrix4(),

  _modelMatrix,
  _modelViewProjectionMatrix = new THREE.Matrix4(),

  _normalMatrix = new THREE.Matrix3(),
  _normalViewMatrix = new THREE.Matrix3(),

  _centroid = new THREE.Vector3(),

  _frustum = new THREE.Frustum(),

  _clippedVertex1PositionScreen = new THREE.Vector4(),
  _clippedVertex2PositionScreen = new THREE.Vector4();

  this.projectVector = function ( vector, camera ) {

    camera.matrixWorldInverse.getInverse( camera.matrixWorld );

    _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );

    return vector.applyProjection( _viewProjectionMatrix );

  };

  this.unprojectVector = function ( vector, camera ) {

    camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );

    _viewProjectionMatrix.multiplyMatrices( camera.matrixWorld, camera.projectionMatrixInverse );

    return vector.applyProjection( _viewProjectionMatrix );

  };

  this.pickingRay = function ( vector, camera ) {

    // set two vectors with opposing z values
    vector.z = -1.0;
    var end = new THREE.Vector3( vector.x, vector.y, 1.0 );

    this.unprojectVector( vector, camera );
    this.unprojectVector( end, camera );

    // find direction from vector to end
    end.sub( vector ).normalize();

    return new THREE.Raycaster( vector, end );

  };

  var getObject = function ( object ) {

    _object = getNextObjectInPool();
    _object.id = object.id;
    _object.object = object;

    if ( object.renderDepth !== null ) {

      _object.z = object.renderDepth;

    } else {

      _vector3.getPositionFromMatrix( object.matrixWorld );
      _vector3.applyProjection( _viewProjectionMatrix );
      _object.z = _vector3.z;

    }

    return _object;

  };

  var projectObject = function ( object ) {

    if ( object.visible === false ) return;

    if ( object instanceof THREE.Light ) {

      _renderData.lights.push( object );

    } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line ) {

      if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {

        _renderData.objects.push( getObject( object ) );

      }

    } else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) {

      _renderData.sprites.push( getObject( object ) );

    }

    for ( var i = 0, l = object.children.length; i < l; i ++ ) {

      projectObject( object.children[ i ] );

    }

  };

  var projectGraph = function ( root, sortObjects ) {

    _objectCount = 0;

    _renderData.objects.length = 0;
    _renderData.sprites.length = 0;
    _renderData.lights.length = 0;

    projectObject( root );

    if ( sortObjects === true ) {

      _renderData.objects.sort( painterSort );

    }

  };

  this.projectScene = function ( scene, camera, sortObjects, sortElements ) {

    var visible = false,
    o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object,
    geometry, vertices, faces, face, faceVertexNormals, faceVertexUvs, uvs,
    v1, v2, v3, v4, isFaceMaterial, objectMaterials;

    _face3Count = 0;
    _face4Count = 0;
    _lineCount = 0;
    _particleCount = 0;

    _renderData.elements.length = 0;

    if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
    if ( camera.parent === undefined ) camera.updateMatrixWorld();

    _viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
    _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );

    _normalViewMatrix.getNormalMatrix( _viewMatrix );

    _frustum.setFromMatrix( _viewProjectionMatrix );

    projectGraph( scene, sortObjects );

    for ( o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {

      object = _renderData.objects[ o ].object;

      _modelMatrix = object.matrixWorld;

      _vertexCount = 0;

      if ( object instanceof THREE.Mesh ) {

        geometry = object.geometry;

        vertices = geometry.vertices;
        faces = geometry.faces;
        faceVertexUvs = geometry.faceVertexUvs;

        _normalMatrix.getNormalMatrix( _modelMatrix );

        isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
        objectMaterials = isFaceMaterial === true ? object.material : null;

        for ( v = 0, vl = vertices.length; v < vl; v ++ ) {

          _vertex = getNextVertexInPool();

          _vertex.positionWorld.copy( vertices[ v ] ).applyMatrix4( _modelMatrix );
          _vertex.positionScreen.copy( _vertex.positionWorld ).applyMatrix4( _viewProjectionMatrix );

          var invW = 1 / _vertex.positionScreen.w;

          _vertex.positionScreen.x *= invW;
          _vertex.positionScreen.y *= invW;
          _vertex.positionScreen.z *= invW;

          _vertex.visible = ! ( _vertex.positionScreen.x < -1 || _vertex.positionScreen.x > 1 ||
                    _vertex.positionScreen.y < -1 || _vertex.positionScreen.y > 1 ||
                    _vertex.positionScreen.z < -1 || _vertex.positionScreen.z > 1 );

        }

        for ( f = 0, fl = faces.length; f < fl; f ++ ) {

          face = faces[ f ];

          var material = isFaceMaterial === true
            ? objectMaterials.materials[ face.materialIndex ]
            : object.material;

          if ( material === undefined ) continue;

          var side = material.side;

          if ( face instanceof THREE.Face3 ) {

            v1 = _vertexPool[ face.a ];
            v2 = _vertexPool[ face.b ];
            v3 = _vertexPool[ face.c ];

            _points3[ 0 ] = v1.positionScreen;
            _points3[ 1 ] = v2.positionScreen;
            _points3[ 2 ] = v3.positionScreen;

            if ( v1.visible === true || v2.visible === true || v3.visible === true ||
              _clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points3 ) ) ) {

              visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
                ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;

              if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {

                _face = getNextFace3InPool();

                _face.id = object.id;
                _face.v1.copy( v1 );
                _face.v2.copy( v2 );
                _face.v3.copy( v3 );

              } else {

                continue;

              }

            } else {

              continue;

            }

          } else if ( face instanceof THREE.Face4 ) {

            v1 = _vertexPool[ face.a ];
            v2 = _vertexPool[ face.b ];
            v3 = _vertexPool[ face.c ];
            v4 = _vertexPool[ face.d ];

            _points4[ 0 ] = v1.positionScreen;
            _points4[ 1 ] = v2.positionScreen;
            _points4[ 2 ] = v3.positionScreen;
            _points4[ 3 ] = v4.positionScreen;

            if ( v1.visible === true || v2.visible === true || v3.visible === true || v4.visible === true ||
              _clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points4 ) ) ) {

              visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
                ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
                ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
                ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0;


              if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {

                _face = getNextFace4InPool();

                _face.id = object.id;
                _face.v1.copy( v1 );
                _face.v2.copy( v2 );
                _face.v3.copy( v3 );
                _face.v4.copy( v4 );

              } else {

                continue;

              }

            } else {

              continue;

            }

          }

          _face.normalModel.copy( face.normal );

          if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {

            _face.normalModel.negate();

          }

          _face.normalModel.applyMatrix3( _normalMatrix ).normalize();

          _face.normalModelView.copy( _face.normalModel ).applyMatrix3( _normalViewMatrix );

          _face.centroidModel.copy( face.centroid ).applyMatrix4( _modelMatrix );

          faceVertexNormals = face.vertexNormals;

          for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {

            var normalModel = _face.vertexNormalsModel[ n ];
            normalModel.copy( faceVertexNormals[ n ] );

            if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {

              normalModel.negate();

            }

            normalModel.applyMatrix3( _normalMatrix ).normalize();

            var normalModelView = _face.vertexNormalsModelView[ n ];
            normalModelView.copy( normalModel ).applyMatrix3( _normalViewMatrix );

          }

          _face.vertexNormalsLength = faceVertexNormals.length;

          for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {

            uvs = faceVertexUvs[ c ][ f ];

            if ( uvs === undefined ) continue;

            for ( u = 0, ul = uvs.length; u < ul; u ++ ) {

              _face.uvs[ c ][ u ] = uvs[ u ];

            }

          }

          _face.color = face.color;
          _face.material = material;

          _centroid.copy( _face.centroidModel ).applyProjection( _viewProjectionMatrix );

          _face.z = _centroid.z;

          _renderData.elements.push( _face );

        }

      } else if ( object instanceof THREE.Line ) {

        _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );

        vertices = object.geometry.vertices;

        v1 = getNextVertexInPool();
        v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );

        // Handle LineStrip and LinePieces
        var step = object.type === THREE.LinePieces ? 2 : 1;

        for ( v = 1, vl = vertices.length; v < vl; v ++ ) {

          v1 = getNextVertexInPool();
          v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );

          if ( ( v + 1 ) % step > 0 ) continue;

          v2 = _vertexPool[ _vertexCount - 2 ];

          _clippedVertex1PositionScreen.copy( v1.positionScreen );
          _clippedVertex2PositionScreen.copy( v2.positionScreen );

          if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {

            // Perform the perspective divide
            _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
            _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );

            _line = getNextLineInPool();

            _line.id = object.id;
            _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
            _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );

            _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );

            _line.material = object.material;

            if ( object.material.vertexColors === THREE.VertexColors ) {

              _line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] );
              _line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] );

            }

            _renderData.elements.push( _line );

          }

        }

      }

    }

    for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) {

      object = _renderData.sprites[ o ].object;

      _modelMatrix = object.matrixWorld;

      if ( object instanceof THREE.Particle ) {

        _vector4.set( _modelMatrix.elements[12], _modelMatrix.elements[13], _modelMatrix.elements[14], 1 );
        _vector4.applyMatrix4( _viewProjectionMatrix );

        var invW = 1 / _vector4.w;

        _vector4.z *= invW;

        if ( _vector4.z > 0 && _vector4.z < 1 ) {

          _particle = getNextParticleInPool();
          _particle.id = object.id;
          _particle.x = _vector4.x * invW;
          _particle.y = _vector4.y * invW;
          _particle.z = _vector4.z;
          _particle.object = object;

          _particle.rotation = object.rotation.z;

          _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
          _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );

          _particle.material = object.material;

          _renderData.elements.push( _particle );

        }

      }

    }

    if ( sortElements === true ) _renderData.elements.sort( painterSort );

    return _renderData;

  };

  // Pools

  function getNextObjectInPool() {

    if ( _objectCount === _objectPoolLength ) {

      var object = new THREE.RenderableObject();
      _objectPool.push( object );
      _objectPoolLength ++;
      _objectCount ++;
      return object;

    }

    return _objectPool[ _objectCount ++ ];

  }

  function getNextVertexInPool() {

    if ( _vertexCount === _vertexPoolLength ) {

      var vertex = new THREE.RenderableVertex();
      _vertexPool.push( vertex );
      _vertexPoolLength ++;
      _vertexCount ++;
      return vertex;

    }

    return _vertexPool[ _vertexCount ++ ];

  }

  function getNextFace3InPool() {

    if ( _face3Count === _face3PoolLength ) {

      var face = new THREE.RenderableFace3();
      _face3Pool.push( face );
      _face3PoolLength ++;
      _face3Count ++;
      return face;

    }

    return _face3Pool[ _face3Count ++ ];


  }

  function getNextFace4InPool() {

    if ( _face4Count === _face4PoolLength ) {

      var face = new THREE.RenderableFace4();
      _face4Pool.push( face );
      _face4PoolLength ++;
      _face4Count ++;
      return face;

    }

    return _face4Pool[ _face4Count ++ ];

  }

  function getNextLineInPool() {

    if ( _lineCount === _linePoolLength ) {

      var line = new THREE.RenderableLine();
      _linePool.push( line );
      _linePoolLength ++;
      _lineCount ++
      return line;

    }

    return _linePool[ _lineCount ++ ];

  }

  function getNextParticleInPool() {

    if ( _particleCount === _particlePoolLength ) {

      var particle = new THREE.RenderableParticle();
      _particlePool.push( particle );
      _particlePoolLength ++;
      _particleCount ++
      return particle;

    }

    return _particlePool[ _particleCount ++ ];

  }

  //

  function painterSort( a, b ) {

    if ( a.z !== b.z ) {

      return b.z - a.z;

    } else if ( a.id !== b.id ) {

      return a.id - b.id;

    } else {

      return 0;

    }

  }

  function clipLine( s1, s2 ) {

    var alpha1 = 0, alpha2 = 1,

    // Calculate the boundary coordinate of each vertex for the near and far clip planes,
    // Z = -1 and Z = +1, respectively.
    bc1near =  s1.z + s1.w,
    bc2near =  s2.z + s2.w,
    bc1far =  - s1.z + s1.w,
    bc2far =  - s2.z + s2.w;

    if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {

      // Both vertices lie entirely within all clip planes.
      return true;

    } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {

      // Both vertices lie entirely outside one of the clip planes.
      return false;

    } else {

      // The line segment spans at least one clip plane.

      if ( bc1near < 0 ) {

        // v1 lies outside the near plane, v2 inside
        alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );

      } else if ( bc2near < 0 ) {

        // v2 lies outside the near plane, v1 inside
        alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );

      }

      if ( bc1far < 0 ) {

        // v1 lies outside the far plane, v2 inside
        alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );

      } else if ( bc2far < 0 ) {

        // v2 lies outside the far plane, v2 inside
        alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );

      }

      if ( alpha2 < alpha1 ) {

        // The line segment spans two boundaries, but is outside both of them.
        // (This can't happen when we're only clipping against just near/far but good
        //  to leave the check here for future usage if other clip planes are added.)
        return false;

      } else {

        // Update the s1 and s2 vertices to match the clipped line segment.
        s1.lerp( s2, alpha1 );
        s2.lerp( s1, 1 - alpha2 );

        return true;

      }

    }

  }

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {

  this.a = a;
  this.b = b;
  this.c = c;

  this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
  this.vertexNormals = normal instanceof Array ? normal : [ ];

  this.color = color instanceof THREE.Color ? color : new THREE.Color();
  this.vertexColors = color instanceof Array ? color : [];

  this.vertexTangents = [];

  this.materialIndex = materialIndex !== undefined ? materialIndex : 0;

  this.centroid = new THREE.Vector3();

};

THREE.Face3.prototype = {

  constructor: THREE.Face3,

  clone: function () {

    var face = new THREE.Face3( this.a, this.b, this.c );

    face.normal.copy( this.normal );
    face.color.copy( this.color );
    face.centroid.copy( this.centroid );

    face.materialIndex = this.materialIndex;

    var i, il;
    for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
    for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
    for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();

    return face;

  }

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {

  this.a = a;
  this.b = b;
  this.c = c;
  this.d = d;

  this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
  this.vertexNormals = normal instanceof Array ? normal : [ ];

  this.color = color instanceof THREE.Color ? color : new THREE.Color();
  this.vertexColors = color instanceof Array ? color : [];

  this.vertexTangents = [];

  this.materialIndex = materialIndex !== undefined ? materialIndex : 0;

  this.centroid = new THREE.Vector3();

};

THREE.Face4.prototype = {

  constructor: THREE.Face4,

  clone: function () {

    var face = new THREE.Face4( this.a, this.b, this.c, this.d );

    face.normal.copy( this.normal );
    face.color.copy( this.color );
    face.centroid.copy( this.centroid );

    face.materialIndex = this.materialIndex;

    var i, il;
    for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
    for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
    for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();

    return face;

  }

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author kile / http://kile.stravaganza.org/
 * @author alteredq / http://alteredqualia.com/
 * @author mikael emtinger / http://gomo.se/
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * @author bhouston / http://exocortex.com
 */

THREE.Geometry = function () {

  this.id = THREE.GeometryIdCount ++;
  this.uuid = THREE.Math.generateUUID();

  this.name = '';

  this.vertices = [];
  this.colors = [];  // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon
  this.normals = []; // one-to-one vertex normals, used in Ribbon

  this.faces = [];

  this.faceUvs = [[]];
  this.faceVertexUvs = [[]];

  this.morphTargets = [];
  this.morphColors = [];
  this.morphNormals = [];

  this.skinWeights = [];
  this.skinIndices = [];

  this.lineDistances = [];

  this.boundingBox = null;
  this.boundingSphere = null;

  this.hasTangents = false;

  this.dynamic = true; // the intermediate typed arrays will be deleted when set to false

  // update flags

  this.verticesNeedUpdate = false;
  this.elementsNeedUpdate = false;
  this.uvsNeedUpdate = false;
  this.normalsNeedUpdate = false;
  this.tangentsNeedUpdate = false;
  this.colorsNeedUpdate = false;
  this.lineDistancesNeedUpdate = false;

  this.buffersNeedUpdate = false;

};

THREE.Geometry.prototype = {

  constructor: THREE.Geometry,

  applyMatrix: function ( matrix ) {

    var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );

    for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {

      var vertex = this.vertices[ i ];
      vertex.applyMatrix4( matrix );

    }

    for ( var i = 0, il = this.faces.length; i < il; i ++ ) {

      var face = this.faces[ i ];
      face.normal.applyMatrix3( normalMatrix ).normalize();

      for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {

        face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();

      }

      face.centroid.applyMatrix4( matrix );

    }

    if ( this.boundingBox instanceof THREE.Box3 ) {

      this.computeBoundingBox();

    }

    if ( this.boundingSphere instanceof THREE.Sphere ) {

      this.computeBoundingSphere();

    }

  },

  computeCentroids: function () {

    var f, fl, face;

    for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

      face = this.faces[ f ];
      face.centroid.set( 0, 0, 0 );

      if ( face instanceof THREE.Face3 ) {

        face.centroid.add( this.vertices[ face.a ] );
        face.centroid.add( this.vertices[ face.b ] );
        face.centroid.add( this.vertices[ face.c ] );
        face.centroid.divideScalar( 3 );

      } else if ( face instanceof THREE.Face4 ) {

        face.centroid.add( this.vertices[ face.a ] );
        face.centroid.add( this.vertices[ face.b ] );
        face.centroid.add( this.vertices[ face.c ] );
        face.centroid.add( this.vertices[ face.d ] );
        face.centroid.divideScalar( 4 );

      }

    }

  },

  computeFaceNormals: function () {

    var cb = new THREE.Vector3(), ab = new THREE.Vector3();

    for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {

      var face = this.faces[ f ];

      var vA = this.vertices[ face.a ];
      var vB = this.vertices[ face.b ];
      var vC = this.vertices[ face.c ];

      cb.subVectors( vC, vB );
      ab.subVectors( vA, vB );
      cb.cross( ab );

      cb.normalize();

      face.normal.copy( cb );

    }

  },

  computeVertexNormals: function ( areaWeighted ) {

    var v, vl, f, fl, face, vertices;

    // create internal buffers for reuse when calling this method repeatedly
    // (otherwise memory allocation / deallocation every frame is big resource hog)

    if ( this.__tmpVertices === undefined ) {

      this.__tmpVertices = new Array( this.vertices.length );
      vertices = this.__tmpVertices;

      for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

        vertices[ v ] = new THREE.Vector3();

      }

      for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

        face = this.faces[ f ];

        if ( face instanceof THREE.Face3 ) {

          face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];

        } else if ( face instanceof THREE.Face4 ) {

          face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];

        }

      }

    } else {

      vertices = this.__tmpVertices;

      for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

        vertices[ v ].set( 0, 0, 0 );

      }

    }

    if ( areaWeighted ) {

      // vertex normals weighted by triangle areas
      // http://www.iquilezles.org/www/articles/normals/normals.htm

      var vA, vB, vC, vD;
      var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
        db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();

      for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

        face = this.faces[ f ];

        if ( face instanceof THREE.Face3 ) {

          vA = this.vertices[ face.a ];
          vB = this.vertices[ face.b ];
          vC = this.vertices[ face.c ];

          cb.subVectors( vC, vB );
          ab.subVectors( vA, vB );
          cb.cross( ab );

          vertices[ face.a ].add( cb );
          vertices[ face.b ].add( cb );
          vertices[ face.c ].add( cb );

        } else if ( face instanceof THREE.Face4 ) {

          vA = this.vertices[ face.a ];
          vB = this.vertices[ face.b ];
          vC = this.vertices[ face.c ];
          vD = this.vertices[ face.d ];

          // abd

          db.subVectors( vD, vB );
          ab.subVectors( vA, vB );
          db.cross( ab );

          vertices[ face.a ].add( db );
          vertices[ face.b ].add( db );
          vertices[ face.d ].add( db );

          // bcd

          dc.subVectors( vD, vC );
          bc.subVectors( vB, vC );
          dc.cross( bc );

          vertices[ face.b ].add( dc );
          vertices[ face.c ].add( dc );
          vertices[ face.d ].add( dc );

        }

      }

    } else {

      for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

        face = this.faces[ f ];

        if ( face instanceof THREE.Face3 ) {

          vertices[ face.a ].add( face.normal );
          vertices[ face.b ].add( face.normal );
          vertices[ face.c ].add( face.normal );

        } else if ( face instanceof THREE.Face4 ) {

          vertices[ face.a ].add( face.normal );
          vertices[ face.b ].add( face.normal );
          vertices[ face.c ].add( face.normal );
          vertices[ face.d ].add( face.normal );

        }

      }

    }

    for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

      vertices[ v ].normalize();

    }

    for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

      face = this.faces[ f ];

      if ( face instanceof THREE.Face3 ) {

        face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
        face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
        face.vertexNormals[ 2 ].copy( vertices[ face.c ] );

      } else if ( face instanceof THREE.Face4 ) {

        face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
        face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
        face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
        face.vertexNormals[ 3 ].copy( vertices[ face.d ] );

      }

    }

  },

  computeMorphNormals: function () {

    var i, il, f, fl, face;

    // save original normals
    // - create temp variables on first access
    //   otherwise just copy (for faster repeated calls)

    for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

      face = this.faces[ f ];

      if ( ! face.__originalFaceNormal ) {

        face.__originalFaceNormal = face.normal.clone();

      } else {

        face.__originalFaceNormal.copy( face.normal );

      }

      if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];

      for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {

        if ( ! face.__originalVertexNormals[ i ] ) {

          face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();

        } else {

          face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );

        }

      }

    }

    // use temp geometry to compute face and vertex normals for each morph

    var tmpGeo = new THREE.Geometry();
    tmpGeo.faces = this.faces;

    for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {

      // create on first access

      if ( ! this.morphNormals[ i ] ) {

        this.morphNormals[ i ] = {};
        this.morphNormals[ i ].faceNormals = [];
        this.morphNormals[ i ].vertexNormals = [];

        var dstNormalsFace = this.morphNormals[ i ].faceNormals;
        var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;

        var faceNormal, vertexNormals;

        for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

          face = this.faces[ f ];

          faceNormal = new THREE.Vector3();

          if ( face instanceof THREE.Face3 ) {

            vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };

          } else {

            vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() };

          }

          dstNormalsFace.push( faceNormal );
          dstNormalsVertex.push( vertexNormals );

        }

      }

      var morphNormals = this.morphNormals[ i ];

      // set vertices to morph target

      tmpGeo.vertices = this.morphTargets[ i ].vertices;

      // compute morph normals

      tmpGeo.computeFaceNormals();
      tmpGeo.computeVertexNormals();

      // store morph normals

      var faceNormal, vertexNormals;

      for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

        face = this.faces[ f ];

        faceNormal = morphNormals.faceNormals[ f ];
        vertexNormals = morphNormals.vertexNormals[ f ];

        faceNormal.copy( face.normal );

        if ( face instanceof THREE.Face3 ) {

          vertexNormals.a.copy( face.vertexNormals[ 0 ] );
          vertexNormals.b.copy( face.vertexNormals[ 1 ] );
          vertexNormals.c.copy( face.vertexNormals[ 2 ] );

        } else {

          vertexNormals.a.copy( face.vertexNormals[ 0 ] );
          vertexNormals.b.copy( face.vertexNormals[ 1 ] );
          vertexNormals.c.copy( face.vertexNormals[ 2 ] );
          vertexNormals.d.copy( face.vertexNormals[ 3 ] );

        }

      }

    }

    // restore original normals

    for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

      face = this.faces[ f ];

      face.normal = face.__originalFaceNormal;
      face.vertexNormals = face.__originalVertexNormals;

    }

  },

  computeTangents: function () {

    // based on http://www.terathon.com/code/tangent.html
    // tangents go to vertices

    var f, fl, v, vl, i, il, vertexIndex,
      face, uv, vA, vB, vC, uvA, uvB, uvC,
      x1, x2, y1, y2, z1, z2,
      s1, s2, t1, t2, r, t, test,
      tan1 = [], tan2 = [],
      sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
      tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
      n = new THREE.Vector3(), w;

    for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

      tan1[ v ] = new THREE.Vector3();
      tan2[ v ] = new THREE.Vector3();

    }

    function handleTriangle( context, a, b, c, ua, ub, uc ) {

      vA = context.vertices[ a ];
      vB = context.vertices[ b ];
      vC = context.vertices[ c ];

      uvA = uv[ ua ];
      uvB = uv[ ub ];
      uvC = uv[ uc ];

      x1 = vB.x - vA.x;
      x2 = vC.x - vA.x;
      y1 = vB.y - vA.y;
      y2 = vC.y - vA.y;
      z1 = vB.z - vA.z;
      z2 = vC.z - vA.z;

      s1 = uvB.x - uvA.x;
      s2 = uvC.x - uvA.x;
      t1 = uvB.y - uvA.y;
      t2 = uvC.y - uvA.y;

      r = 1.0 / ( s1 * t2 - s2 * t1 );
      sdir.set( ( t2 * x1 - t1 * x2 ) * r,
            ( t2 * y1 - t1 * y2 ) * r,
            ( t2 * z1 - t1 * z2 ) * r );
      tdir.set( ( s1 * x2 - s2 * x1 ) * r,
            ( s1 * y2 - s2 * y1 ) * r,
            ( s1 * z2 - s2 * z1 ) * r );

      tan1[ a ].add( sdir );
      tan1[ b ].add( sdir );
      tan1[ c ].add( sdir );

      tan2[ a ].add( tdir );
      tan2[ b ].add( tdir );
      tan2[ c ].add( tdir );

    }

    for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

      face = this.faces[ f ];
      uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents

      if ( face instanceof THREE.Face3 ) {

        handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );

      } else if ( face instanceof THREE.Face4 ) {

        handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
        handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 );

      }

    }

    var faceIndex = [ 'a', 'b', 'c', 'd' ];

    for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

      face = this.faces[ f ];

      for ( i = 0; i < face.vertexNormals.length; i++ ) {

        n.copy( face.vertexNormals[ i ] );

        vertexIndex = face[ faceIndex[ i ] ];

        t = tan1[ vertexIndex ];

        // Gram-Schmidt orthogonalize

        tmp.copy( t );
        tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();

        // Calculate handedness

        tmp2.crossVectors( face.vertexNormals[ i ], t );
        test = tmp2.dot( tan2[ vertexIndex ] );
        w = (test < 0.0) ? -1.0 : 1.0;

        face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );

      }

    }

    this.hasTangents = true;

  },

  computeLineDistances: function ( ) {

    var d = 0;
    var vertices = this.vertices;

    for ( var i = 0, il = vertices.length; i < il; i ++ ) {

      if ( i > 0 ) {

        d += vertices[ i ].distanceTo( vertices[ i - 1 ] );

      }

      this.lineDistances[ i ] = d;

    }

  },

  computeBoundingBox: function () {

    if ( this.boundingBox === null ) {

      this.boundingBox = new THREE.Box3();

    }

    this.boundingBox.setFromPoints( this.vertices );

  },

  computeBoundingSphere: function () {

    if ( this.boundingSphere === null ) {

      this.boundingSphere = new THREE.Sphere();

    }

    this.boundingSphere.setFromPoints( this.vertices );

  },

  /*
   * Checks for duplicate vertices with hashmap.
   * Duplicated vertices are removed
   * and faces' vertices are updated.
   */

  mergeVertices: function () {

    var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
    var unique = [], changes = [];

    var v, key;
    var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
    var precision = Math.pow( 10, precisionPoints );
    var i,il, face;
    var indices, k, j, jl, u;

    // reset cache of vertices as it now will be changing.
    this.__tmpVertices = undefined;

    for ( i = 0, il = this.vertices.length; i < il; i ++ ) {

      v = this.vertices[ i ];
      key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );

      if ( verticesMap[ key ] === undefined ) {

        verticesMap[ key ] = i;
        unique.push( this.vertices[ i ] );
        changes[ i ] = unique.length - 1;

      } else {

        //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
        changes[ i ] = changes[ verticesMap[ key ] ];

      }

    };


    // if faces are completely degenerate after merging vertices, we
    // have to remove them from the geometry.
    var faceIndicesToRemove = [];

    for( i = 0, il = this.faces.length; i < il; i ++ ) {

      face = this.faces[ i ];

      if ( face instanceof THREE.Face3 ) {

        face.a = changes[ face.a ];
        face.b = changes[ face.b ];
        face.c = changes[ face.c ];

        indices = [ face.a, face.b, face.c ];

        var dupIndex = -1;

        // if any duplicate vertices are found in a Face3
        // we have to remove the face as nothing can be saved
        for ( var n = 0; n < 3; n ++ ) {
          if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {

            dupIndex = n;
            faceIndicesToRemove.push( i );
            break;

          }
        }

      } else if ( face instanceof THREE.Face4 ) {

        face.a = changes[ face.a ];
        face.b = changes[ face.b ];
        face.c = changes[ face.c ];
        face.d = changes[ face.d ];

        // check dups in (a, b, c, d) and convert to -> face3

        indices = [ face.a, face.b, face.c, face.d ];

        var dupIndex = -1;

        for ( var n = 0; n < 4; n ++ ) {

          if ( indices[ n ] == indices[ ( n + 1 ) % 4 ] ) {

            // if more than one duplicated vertex is found
            // we can't generate any valid Face3's, thus
            // we need to remove this face complete.
            if ( dupIndex >= 0 ) {

              faceIndicesToRemove.push( i );

            }

            dupIndex = n;

          }
        }

        if ( dupIndex >= 0 ) {

          indices.splice( dupIndex, 1 );

          var newFace = new THREE.Face3( indices[0], indices[1], indices[2], face.normal, face.color, face.materialIndex );

          for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {

            u = this.faceVertexUvs[ j ][ i ];

            if ( u ) {
              u.splice( dupIndex, 1 );
            }

          }

          if( face.vertexNormals && face.vertexNormals.length > 0) {

            newFace.vertexNormals = face.vertexNormals;
            newFace.vertexNormals.splice( dupIndex, 1 );

          }

          if( face.vertexColors && face.vertexColors.length > 0 ) {

            newFace.vertexColors = face.vertexColors;
            newFace.vertexColors.splice( dupIndex, 1 );
          }

          this.faces[ i ] = newFace;
        }

      }

    }

    for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {

      this.faces.splice( i, 1 );

      for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {

        this.faceVertexUvs[ j ].splice( i, 1 );

      }

    }

    // Use unique set of vertices

    var diff = this.vertices.length - unique.length;
    this.vertices = unique;
    return diff;

  },

  clone: function () {

    var geometry = new THREE.Geometry();

    var vertices = this.vertices;

    for ( var i = 0, il = vertices.length; i < il; i ++ ) {

      geometry.vertices.push( vertices[ i ].clone() );

    }

    var faces = this.faces;

    for ( var i = 0, il = faces.length; i < il; i ++ ) {

      geometry.faces.push( faces[ i ].clone() );

    }

    var uvs = this.faceVertexUvs[ 0 ];

    for ( var i = 0, il = uvs.length; i < il; i ++ ) {

      var uv = uvs[ i ], uvCopy = [];

      for ( var j = 0, jl = uv.length; j < jl; j ++ ) {

        uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );

      }

      geometry.faceVertexUvs[ 0 ].push( uvCopy );

    }

    return geometry;

  },

  dispose: function () {

    this.dispatchEvent( { type: 'dispose' } );

  }

};

THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );

THREE.GeometryIdCount = 0;

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.BufferGeometry = function () {

  this.id = THREE.GeometryIdCount ++;
  this.uuid = THREE.Math.generateUUID();

  // attributes

  this.attributes = {};

  // attributes typed arrays are kept only if dynamic flag is set

  this.dynamic = false;

  // offsets for chunks when using indexed elements

  this.offsets = [];

  // boundings

  this.boundingBox = null;
  this.boundingSphere = null;

  this.hasTangents = false;

  // for compatibility

  this.morphTargets = [];

};

THREE.BufferGeometry.prototype = {

  constructor: THREE.BufferGeometry,

  applyMatrix: function ( matrix ) {

    var positionArray;
    var normalArray;

    if ( this.attributes[ "position" ] ) positionArray = this.attributes[ "position" ].array;
    if ( this.attributes[ "normal" ] ) normalArray = this.attributes[ "normal" ].array;

    if ( positionArray !== undefined ) {

      matrix.multiplyVector3Array( positionArray );
      this.verticesNeedUpdate = true;

    }

    if ( normalArray !== undefined ) {

      var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );

      normalMatrix.multiplyVector3Array( normalArray );

      this.normalizeNormals();

      this.normalsNeedUpdate = true;

    }

  },

  computeBoundingBox: function () {

    if ( this.boundingBox === null ) {

      this.boundingBox = new THREE.Box3();

    }

    var positions = this.attributes[ "position" ].array;

    if ( positions ) {

      var bb = this.boundingBox;
      var x, y, z;

      if( positions.length >= 3 ) {
        bb.min.x = bb.max.x = positions[ 0 ];
        bb.min.y = bb.max.y = positions[ 1 ];
        bb.min.z = bb.max.z = positions[ 2 ];
      }

      for ( var i = 3, il = positions.length; i < il; i += 3 ) {

        x = positions[ i ];
        y = positions[ i + 1 ];
        z = positions[ i + 2 ];

        // bounding box

        if ( x < bb.min.x ) {

          bb.min.x = x;

        } else if ( x > bb.max.x ) {

          bb.max.x = x;

        }

        if ( y < bb.min.y ) {

          bb.min.y = y;

        } else if ( y > bb.max.y ) {

          bb.max.y = y;

        }

        if ( z < bb.min.z ) {

          bb.min.z = z;

        } else if ( z > bb.max.z ) {

          bb.max.z = z;

        }

      }

    }

    if ( positions === undefined || positions.length === 0 ) {

      this.boundingBox.min.set( 0, 0, 0 );
      this.boundingBox.max.set( 0, 0, 0 );

    }

  },

  computeBoundingSphere: function () {

    if ( this.boundingSphere === null ) {

      this.boundingSphere = new THREE.Sphere();

    }

    var positions = this.attributes[ "position" ].array;

    if ( positions ) {

      var radiusSq, maxRadiusSq = 0;
      var x, y, z;

      for ( var i = 0, il = positions.length; i < il; i += 3 ) {

        x = positions[ i ];
        y = positions[ i + 1 ];
        z = positions[ i + 2 ];

        radiusSq =  x * x + y * y + z * z;
        if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq;

      }

      this.boundingSphere.radius = Math.sqrt( maxRadiusSq );

    }

  },

  computeVertexNormals: function () {

    if ( this.attributes[ "position" ] ) {

      var i, il;
      var j, jl;

      var nVertexElements = this.attributes[ "position" ].array.length;

      if ( this.attributes[ "normal" ] === undefined ) {

        this.attributes[ "normal" ] = {

          itemSize: 3,
          array: new Float32Array( nVertexElements )

        };

      } else {

        // reset existing normals to zero

        for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) {

          this.attributes[ "normal" ].array[ i ] = 0;

        }

      }

      var positions = this.attributes[ "position" ].array;
      var normals = this.attributes[ "normal" ].array;

      var vA, vB, vC, x, y, z,

      pA = new THREE.Vector3(),
      pB = new THREE.Vector3(),
      pC = new THREE.Vector3(),

      cb = new THREE.Vector3(),
      ab = new THREE.Vector3();

      // indexed elements

      if ( this.attributes[ "index" ] ) {

        var indices = this.attributes[ "index" ].array;

        var offsets = this.offsets;

        for ( j = 0, jl = offsets.length; j < jl; ++ j ) {

          var start = offsets[ j ].start;
          var count = offsets[ j ].count;
          var index = offsets[ j ].index;

          for ( i = start, il = start + count; i < il; i += 3 ) {

            vA = index + indices[ i ];
            vB = index + indices[ i + 1 ];
            vC = index + indices[ i + 2 ];

            x = positions[ vA * 3 ];
            y = positions[ vA * 3 + 1 ];
            z = positions[ vA * 3 + 2 ];
            pA.set( x, y, z );

            x = positions[ vB * 3 ];
            y = positions[ vB * 3 + 1 ];
            z = positions[ vB * 3 + 2 ];
            pB.set( x, y, z );

            x = positions[ vC * 3 ];
            y = positions[ vC * 3 + 1 ];
            z = positions[ vC * 3 + 2 ];
            pC.set( x, y, z );

            cb.subVectors( pC, pB );
            ab.subVectors( pA, pB );
            cb.cross( ab );

            normals[ vA * 3 ]     += cb.x;
            normals[ vA * 3 + 1 ] += cb.y;
            normals[ vA * 3 + 2 ] += cb.z;

            normals[ vB * 3 ]     += cb.x;
            normals[ vB * 3 + 1 ] += cb.y;
            normals[ vB * 3 + 2 ] += cb.z;

            normals[ vC * 3 ]     += cb.x;
            normals[ vC * 3 + 1 ] += cb.y;
            normals[ vC * 3 + 2 ] += cb.z;

          }

        }

      // non-indexed elements (unconnected triangle soup)

      } else {

        for ( i = 0, il = positions.length; i < il; i += 9 ) {

          x = positions[ i ];
          y = positions[ i + 1 ];
          z = positions[ i + 2 ];
          pA.set( x, y, z );

          x = positions[ i + 3 ];
          y = positions[ i + 4 ];
          z = positions[ i + 5 ];
          pB.set( x, y, z );

          x = positions[ i + 6 ];
          y = positions[ i + 7 ];
          z = positions[ i + 8 ];
          pC.set( x, y, z );

          cb.subVectors( pC, pB );
          ab.subVectors( pA, pB );
          cb.cross( ab );

          normals[ i ]   = cb.x;
          normals[ i + 1 ] = cb.y;
          normals[ i + 2 ] = cb.z;

          normals[ i + 3 ] = cb.x;
          normals[ i + 4 ] = cb.y;
          normals[ i + 5 ] = cb.z;

          normals[ i + 6 ] = cb.x;
          normals[ i + 7 ] = cb.y;
          normals[ i + 8 ] = cb.z;

        }

      }

      this.normalizeNormals();

      this.normalsNeedUpdate = true;

    }

  },

  normalizeNormals: function () {

    var normals = this.attributes[ "normal" ].array;

    var x, y, z, n;

    for ( var i = 0, il = normals.length; i < il; i += 3 ) {

      x = normals[ i ];
      y = normals[ i + 1 ];
      z = normals[ i + 2 ];

      n = 1.0 / Math.sqrt( x * x + y * y + z * z );

      normals[ i ]   *= n;
      normals[ i + 1 ] *= n;
      normals[ i + 2 ] *= n;

    }

  },

  computeTangents: function () {

    // based on http://www.terathon.com/code/tangent.html
    // (per vertex tangents)

    if ( this.attributes[ "index" ] === undefined ||
       this.attributes[ "position" ] === undefined ||
       this.attributes[ "normal" ] === undefined ||
       this.attributes[ "uv" ] === undefined ) {

      console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" );
      return;

    }

    var indices = this.attributes[ "index" ].array;
    var positions = this.attributes[ "position" ].array;
    var normals = this.attributes[ "normal" ].array;
    var uvs = this.attributes[ "uv" ].array;

    var nVertices = positions.length / 3;

    if ( this.attributes[ "tangent" ] === undefined ) {

      var nTangentElements = 4 * nVertices;

      this.attributes[ "tangent" ] = {

        itemSize: 4,
        array: new Float32Array( nTangentElements )

      };

    }

    var tangents = this.attributes[ "tangent" ].array;

    var tan1 = [], tan2 = [];

    for ( var k = 0; k < nVertices; k ++ ) {

      tan1[ k ] = new THREE.Vector3();
      tan2[ k ] = new THREE.Vector3();

    }

    var xA, yA, zA,
      xB, yB, zB,
      xC, yC, zC,

      uA, vA,
      uB, vB,
      uC, vC,

      x1, x2, y1, y2, z1, z2,
      s1, s2, t1, t2, r;

    var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();

    function handleTriangle( a, b, c ) {

      xA = positions[ a * 3 ];
      yA = positions[ a * 3 + 1 ];
      zA = positions[ a * 3 + 2 ];

      xB = positions[ b * 3 ];
      yB = positions[ b * 3 + 1 ];
      zB = positions[ b * 3 + 2 ];

      xC = positions[ c * 3 ];
      yC = positions[ c * 3 + 1 ];
      zC = positions[ c * 3 + 2 ];

      uA = uvs[ a * 2 ];
      vA = uvs[ a * 2 + 1 ];

      uB = uvs[ b * 2 ];
      vB = uvs[ b * 2 + 1 ];

      uC = uvs[ c * 2 ];
      vC = uvs[ c * 2 + 1 ];

      x1 = xB - xA;
      x2 = xC - xA;

      y1 = yB - yA;
      y2 = yC - yA;

      z1 = zB - zA;
      z2 = zC - zA;

      s1 = uB - uA;
      s2 = uC - uA;

      t1 = vB - vA;
      t2 = vC - vA;

      r = 1.0 / ( s1 * t2 - s2 * t1 );

      sdir.set(
        ( t2 * x1 - t1 * x2 ) * r,
        ( t2 * y1 - t1 * y2 ) * r,
        ( t2 * z1 - t1 * z2 ) * r
      );

      tdir.set(
        ( s1 * x2 - s2 * x1 ) * r,
        ( s1 * y2 - s2 * y1 ) * r,
        ( s1 * z2 - s2 * z1 ) * r
      );

      tan1[ a ].add( sdir );
      tan1[ b ].add( sdir );
      tan1[ c ].add( sdir );

      tan2[ a ].add( tdir );
      tan2[ b ].add( tdir );
      tan2[ c ].add( tdir );

    }

    var i, il;
    var j, jl;
    var iA, iB, iC;

    var offsets = this.offsets;

    for ( j = 0, jl = offsets.length; j < jl; ++ j ) {

      var start = offsets[ j ].start;
      var count = offsets[ j ].count;
      var index = offsets[ j ].index;

      for ( i = start, il = start + count; i < il; i += 3 ) {

        iA = index + indices[ i ];
        iB = index + indices[ i + 1 ];
        iC = index + indices[ i + 2 ];

        handleTriangle( iA, iB, iC );

      }

    }

    var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
    var n = new THREE.Vector3(), n2 = new THREE.Vector3();
    var w, t, test;

    function handleVertex( v ) {

      n.x = normals[ v * 3 ];
      n.y = normals[ v * 3 + 1 ];
      n.z = normals[ v * 3 + 2 ];

      n2.copy( n );

      t = tan1[ v ];

      // Gram-Schmidt orthogonalize

      tmp.copy( t );
      tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();

      // Calculate handedness

      tmp2.crossVectors( n2, t );
      test = tmp2.dot( tan2[ v ] );
      w = ( test < 0.0 ) ? -1.0 : 1.0;

      tangents[ v * 4 ]     = tmp.x;
      tangents[ v * 4 + 1 ] = tmp.y;
      tangents[ v * 4 + 2 ] = tmp.z;
      tangents[ v * 4 + 3 ] = w;

    }

    for ( j = 0, jl = offsets.length; j < jl; ++ j ) {

      var start = offsets[ j ].start;
      var count = offsets[ j ].count;
      var index = offsets[ j ].index;

      for ( i = start, il = start + count; i < il; i += 3 ) {

        iA = index + indices[ i ];
        iB = index + indices[ i + 1 ];
        iC = index + indices[ i + 2 ];

        handleVertex( iA );
        handleVertex( iB );
        handleVertex( iC );

      }

    }

    this.hasTangents = true;
    this.tangentsNeedUpdate = true;

  },

  dispose: function () {

    this.dispatchEvent( { type: 'dispose' } );

  }

};

THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );

/**
 * @author mrdoob / http://mrdoob.com/
 * @author mikael emtinger / http://gomo.se/
 * @author WestLangley / http://github.com/WestLangley
*/

THREE.Camera = function () {

  THREE.Object3D.call( this );

  this.matrixWorldInverse = new THREE.Matrix4();

  this.projectionMatrix = new THREE.Matrix4();
  this.projectionMatrixInverse = new THREE.Matrix4();

};

THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );

THREE.Camera.prototype.lookAt = function () {

  // This routine does not support cameras with rotated and/or translated parent(s)

  var m1 = new THREE.Matrix4();

  return function ( vector ) {

    m1.lookAt( this.position, vector, this.up );

    this.quaternion.setFromRotationMatrix( m1 );

  };

}();

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {

  THREE.Camera.call( this );

  this.left = left;
  this.right = right;
  this.top = top;
  this.bottom = bottom;

  this.near = ( near !== undefined ) ? near : 0.1;
  this.far = ( far !== undefined ) ? far : 2000;

  this.updateProjectionMatrix();

};

THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );

THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {

  this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author greggman / http://games.greggman.com/
 * @author zz85 / http://www.lab4games.net/zz85/blog
 */

THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {

  THREE.Camera.call( this );

  this.fov = fov !== undefined ? fov : 50;
  this.aspect = aspect !== undefined ? aspect : 1;
  this.near = near !== undefined ? near : 0.1;
  this.far = far !== undefined ? far : 2000;

  this.updateProjectionMatrix();

};

THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );


/**
 * Uses Focal Length (in mm) to estimate and set FOV
 * 35mm (fullframe) camera is used if frame size is not specified;
 * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
 */

THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {

  if ( frameHeight === undefined ) frameHeight = 24;

  this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
  this.updateProjectionMatrix();

}


/**
 * Sets an offset in a larger frustum. This is useful for multi-window or
 * multi-monitor/multi-machine setups.
 *
 * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
 * the monitors are in grid like this
 *
 *   +---+---+---+
 *   | A | B | C |
 *   +---+---+---+
 *   | D | E | F |
 *   +---+---+---+
 *
 * then for each monitor you would call it like this
 *
 *   var w = 1920;
 *   var h = 1080;
 *   var fullWidth = w * 3;
 *   var fullHeight = h * 2;
 *
 *   --A--
 *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
 *   --B--
 *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
 *   --C--
 *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
 *   --D--
 *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
 *   --E--
 *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
 *   --F--
 *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
 *
 *   Note there is no reason monitors have to be the same size or in a grid.
 */

THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {

  this.fullWidth = fullWidth;
  this.fullHeight = fullHeight;
  this.x = x;
  this.y = y;
  this.width = width;
  this.height = height;

  this.updateProjectionMatrix();

};


THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {

  if ( this.fullWidth ) {

    var aspect = this.fullWidth / this.fullHeight;
    var top = Math.tan( THREE.Math.degToRad( this.fov * 0.5 ) ) * this.near;
    var bottom = -top;
    var left = aspect * bottom;
    var right = aspect * top;
    var width = Math.abs( right - left );
    var height = Math.abs( top - bottom );

    this.projectionMatrix.makeFrustum(
      left + this.x * width / this.fullWidth,
      left + ( this.x + this.width ) * width / this.fullWidth,
      top - ( this.y + this.height ) * height / this.fullHeight,
      top - this.y * height / this.fullHeight,
      this.near,
      this.far
    );

  } else {

    this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );

  }

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */
 
THREE.Light = function ( hex ) {

  THREE.Object3D.call( this );

  this.color = new THREE.Color( hex );

};

THREE.Light.prototype = Object.create( THREE.Object3D.prototype );

THREE.Light.prototype.clone = function ( light ) {

  if ( light === undefined ) light = new THREE.Light();

  THREE.Object3D.prototype.clone.call( this, light );

  light.color.copy( this.color );

  return light;

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.AmbientLight = function ( hex ) {

  THREE.Light.call( this, hex );

};

THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );

THREE.AmbientLight.prototype.clone = function () {

  var light = new THREE.AmbientLight();

  THREE.Light.prototype.clone.call( this, light );

  return light;

};

/**
 * @author MPanknin / http://www.redplant.de/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.AreaLight = function ( hex, intensity ) {

  THREE.Light.call( this, hex );

  this.normal = new THREE.Vector3( 0, -1, 0 );
  this.right = new THREE.Vector3( 1, 0, 0 );

  this.intensity = ( intensity !== undefined ) ? intensity : 1;

  this.width = 1.0;
  this.height = 1.0;

  this.constantAttenuation = 1.5;
  this.linearAttenuation = 0.5;
  this.quadraticAttenuation = 0.1;

};

THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );


/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.DirectionalLight = function ( hex, intensity ) {

  THREE.Light.call( this, hex );

  this.position.set( 0, 1, 0 );
  this.target = new THREE.Object3D();

  this.intensity = ( intensity !== undefined ) ? intensity : 1;

  this.castShadow = false;
  this.onlyShadow = false;

  //

  this.shadowCameraNear = 50;
  this.shadowCameraFar = 5000;

  this.shadowCameraLeft = -500;
  this.shadowCameraRight = 500;
  this.shadowCameraTop = 500;
  this.shadowCameraBottom = -500;

  this.shadowCameraVisible = false;

  this.shadowBias = 0;
  this.shadowDarkness = 0.5;

  this.shadowMapWidth = 512;
  this.shadowMapHeight = 512;

  //

  this.shadowCascade = false;

  this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 );
  this.shadowCascadeCount = 2;

  this.shadowCascadeBias = [ 0, 0, 0 ];
  this.shadowCascadeWidth = [ 512, 512, 512 ];
  this.shadowCascadeHeight = [ 512, 512, 512 ];

  this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ];
  this.shadowCascadeFarZ  = [  0.990, 0.998, 1.000 ];

  this.shadowCascadeArray = [];

  //

  this.shadowMap = null;
  this.shadowMapSize = null;
  this.shadowCamera = null;
  this.shadowMatrix = null;

};

THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );

THREE.DirectionalLight.prototype.clone = function () {

  var light = new THREE.DirectionalLight();

  THREE.Light.prototype.clone.call( this, light );

  light.target = this.target.clone();

  light.intensity = this.intensity;

  light.castShadow = this.castShadow;
  light.onlyShadow = this.onlyShadow;

  return light;

};

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.HemisphereLight = function ( skyColorHex, groundColorHex, intensity ) {

  THREE.Light.call( this, skyColorHex );

  this.position.set( 0, 100, 0 );

  this.groundColor = new THREE.Color( groundColorHex );
  this.intensity = ( intensity !== undefined ) ? intensity : 1;

};

THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );

THREE.HemisphereLight.prototype.clone = function () {

  var light = new THREE.PointLight();

  THREE.Light.prototype.clone.call( this, light );

  light.groundColor.copy( this.groundColor );
  light.intensity = this.intensity;

  return light;

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.PointLight = function ( hex, intensity, distance ) {

  THREE.Light.call( this, hex );

  this.intensity = ( intensity !== undefined ) ? intensity : 1;
  this.distance = ( distance !== undefined ) ? distance : 0;

};

THREE.PointLight.prototype = Object.create( THREE.Light.prototype );

THREE.PointLight.prototype.clone = function () {

  var light = new THREE.PointLight();

  THREE.Light.prototype.clone.call( this, light );

  light.intensity = this.intensity;
  light.distance = this.distance;

  return light;

};

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.SpotLight = function ( hex, intensity, distance, angle, exponent ) {

  THREE.Light.call( this, hex );

  this.position.set( 0, 1, 0 );
  this.target = new THREE.Object3D();

  this.intensity = ( intensity !== undefined ) ? intensity : 1;
  this.distance = ( distance !== undefined ) ? distance : 0;
  this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  this.exponent = ( exponent !== undefined ) ? exponent : 10;

  this.castShadow = false;
  this.onlyShadow = false;

  //

  this.shadowCameraNear = 50;
  this.shadowCameraFar = 5000;
  this.shadowCameraFov = 50;

  this.shadowCameraVisible = false;

  this.shadowBias = 0;
  this.shadowDarkness = 0.5;

  this.shadowMapWidth = 512;
  this.shadowMapHeight = 512;

  //

  this.shadowMap = null;
  this.shadowMapSize = null;
  this.shadowCamera = null;
  this.shadowMatrix = null;

};

THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );

THREE.SpotLight.prototype.clone = function () {

  var light = new THREE.SpotLight();

  THREE.Light.prototype.clone.call( this, light );

  light.target = this.target.clone();

  light.intensity = this.intensity;
  light.distance = this.distance;
  light.angle = this.angle;
  light.exponent = this.exponent;

  light.castShadow = this.castShadow;
  light.onlyShadow = this.onlyShadow;

  return light;

};

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Loader = function ( showStatus ) {

  this.showStatus = showStatus;
  this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;

  this.onLoadStart = function () {};
  this.onLoadProgress = function () {};
  this.onLoadComplete = function () {};

};

THREE.Loader.prototype = {

  constructor: THREE.Loader,

  crossOrigin: 'anonymous',

  addStatusElement: function () {

    var e = document.createElement( "div" );

    e.style.position = "absolute";
    e.style.right = "0px";
    e.style.top = "0px";
    e.style.fontSize = "0.8em";
    e.style.textAlign = "left";
    e.style.background = "rgba(0,0,0,0.25)";
    e.style.color = "#fff";
    e.style.width = "120px";
    e.style.padding = "0.5em 0.5em 0.5em 0.5em";
    e.style.zIndex = 1000;

    e.innerHTML = "Loading ...";

    return e;

  },

  updateProgress: function ( progress ) {

    var message = "Loaded ";

    if ( progress.total ) {

      message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";


    } else {

      message += ( progress.loaded / 1000 ).toFixed(2) + " KB";

    }

    this.statusDomElement.innerHTML = message;

  },

  extractUrlBase: function ( url ) {

    var parts = url.split( '/' );
    parts.pop();
    return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';

  },

  initMaterials: function ( materials, texturePath ) {

    var array = [];

    for ( var i = 0; i < materials.length; ++ i ) {

      array[ i ] = THREE.Loader.prototype.createMaterial( materials[ i ], texturePath );

    }

    return array;

  },

  needsTangents: function ( materials ) {

    for( var i = 0, il = materials.length; i < il; i ++ ) {

      var m = materials[ i ];

      if ( m instanceof THREE.ShaderMaterial ) return true;

    }

    return false;

  },

  createMaterial: function ( m, texturePath ) {

    var _this = this;

    function is_pow2( n ) {

      var l = Math.log( n ) / Math.LN2;
      return Math.floor( l ) == l;

    }

    function nearest_pow2( n ) {

      var l = Math.log( n ) / Math.LN2;
      return Math.pow( 2, Math.round(  l ) );

    }

    function load_image( where, url ) {

      var image = new Image();

      image.onload = function () {

        if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) {

          var width = nearest_pow2( this.width );
          var height = nearest_pow2( this.height );

          where.image.width = width;
          where.image.height = height;
          where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height );

        } else {

          where.image = this;

        }

        where.needsUpdate = true;

      };

      image.crossOrigin = _this.crossOrigin;
      image.src = url;

    }

    function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {

      var isCompressed = /\.dds$/i.test( sourceFile );
      var fullPath = texturePath + "/" + sourceFile;

      if ( isCompressed ) {

        var texture = THREE.ImageUtils.loadCompressedTexture( fullPath );

        where[ name ] = texture;

      } else {

        var texture = document.createElement( 'canvas' );

        where[ name ] = new THREE.Texture( texture );

      }

      where[ name ].sourceFile = sourceFile;

      if( repeat ) {

        where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] );

        if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping;
        if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping;

      }

      if ( offset ) {

        where[ name ].offset.set( offset[ 0 ], offset[ 1 ] );

      }

      if ( wrap ) {

        var wrapMap = {
          "repeat": THREE.RepeatWrapping,
          "mirror": THREE.MirroredRepeatWrapping
        }

        if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ];
        if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ];

      }

      if ( anisotropy ) {

        where[ name ].anisotropy = anisotropy;

      }

      if ( ! isCompressed ) {

        load_image( where[ name ], fullPath );

      }

    }

    function rgb2hex( rgb ) {

      return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;

    }

    // defaults

    var mtype = "MeshLambertMaterial";
    var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };

    // parameters from model file

    if ( m.shading ) {

      var shading = m.shading.toLowerCase();

      if ( shading === "phong" ) mtype = "MeshPhongMaterial";
      else if ( shading === "basic" ) mtype = "MeshBasicMaterial";

    }

    if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {

      mpars.blending = THREE[ m.blending ];

    }

    if ( m.transparent !== undefined || m.opacity < 1.0 ) {

      mpars.transparent = m.transparent;

    }

    if ( m.depthTest !== undefined ) {

      mpars.depthTest = m.depthTest;

    }

    if ( m.depthWrite !== undefined ) {

      mpars.depthWrite = m.depthWrite;

    }

    if ( m.visible !== undefined ) {

      mpars.visible = m.visible;

    }

    if ( m.flipSided !== undefined ) {

      mpars.side = THREE.BackSide;

    }

    if ( m.doubleSided !== undefined ) {

      mpars.side = THREE.DoubleSide;

    }

    if ( m.wireframe !== undefined ) {

      mpars.wireframe = m.wireframe;

    }

    if ( m.vertexColors !== undefined ) {

      if ( m.vertexColors === "face" ) {

        mpars.vertexColors = THREE.FaceColors;

      } else if ( m.vertexColors ) {

        mpars.vertexColors = THREE.VertexColors;

      }

    }

    // colors

    if ( m.colorDiffuse ) {

      mpars.color = rgb2hex( m.colorDiffuse );

    } else if ( m.DbgColor ) {

      mpars.color = m.DbgColor;

    }

    if ( m.colorSpecular ) {

      mpars.specular = rgb2hex( m.colorSpecular );

    }

    if ( m.colorAmbient ) {

      mpars.ambient = rgb2hex( m.colorAmbient );

    }

    // modifiers

    if ( m.transparency ) {

      mpars.opacity = m.transparency;

    }

    if ( m.specularCoef ) {

      mpars.shininess = m.specularCoef;

    }

    // textures

    if ( m.mapDiffuse && texturePath ) {

      create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );

    }

    if ( m.mapLight && texturePath ) {

      create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );

    }

    if ( m.mapBump && texturePath ) {

      create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );

    }

    if ( m.mapNormal && texturePath ) {

      create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );

    }

    if ( m.mapSpecular && texturePath ) {

      create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );

    }

    //

    if ( m.mapBumpScale ) {

      mpars.bumpScale = m.mapBumpScale;

    }

    // special case for normal mapped material

    if ( m.mapNormal ) {

      var shader = THREE.ShaderLib[ "normalmap" ];
      var uniforms = THREE.UniformsUtils.clone( shader.uniforms );

      uniforms[ "tNormal" ].value = mpars.normalMap;

      if ( m.mapNormalFactor ) {

        uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor );

      }

      if ( mpars.map ) {

        uniforms[ "tDiffuse" ].value = mpars.map;
        uniforms[ "enableDiffuse" ].value = true;

      }

      if ( mpars.specularMap ) {

        uniforms[ "tSpecular" ].value = mpars.specularMap;
        uniforms[ "enableSpecular" ].value = true;

      }

      if ( mpars.lightMap ) {

        uniforms[ "tAO" ].value = mpars.lightMap;
        uniforms[ "enableAO" ].value = true;

      }

      // for the moment don't handle displacement texture

      uniforms[ "uDiffuseColor" ].value.setHex( mpars.color );
      uniforms[ "uSpecularColor" ].value.setHex( mpars.specular );
      uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient );

      uniforms[ "uShininess" ].value = mpars.shininess;

      if ( mpars.opacity !== undefined ) {

        uniforms[ "uOpacity" ].value = mpars.opacity;

      }

      var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
      var material = new THREE.ShaderMaterial( parameters );

      if ( mpars.transparent ) {

        material.transparent = true;

      }

    } else {

      var material = new THREE[ mtype ]( mpars );

    }

    if ( m.DbgName !== undefined ) material.name = m.DbgName;

    return material;

  }

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.XHRLoader = function ( manager ) {

  this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;

};

THREE.XHRLoader.prototype = {

  constructor: THREE.XHRLoader,

  load: function ( url, onLoad, onProgress, onError ) {

    var scope = this;
    var request = new XMLHttpRequest();

    if ( onLoad !== undefined ) {

      request.addEventListener( 'load', function ( event ) {

        scope.manager.itemEnd( url );
        onLoad( event.target.responseText );

      }, false );

    }

    if ( onProgress !== undefined ) {

      request.addEventListener( 'progress', function ( event ) {

        onProgress( event );

      }, false );

    }

    if ( onError !== undefined ) {

      request.addEventListener( 'error', function ( event ) {

        onError( event );

      }, false );

    }

    if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;

    request.open( 'GET', url, true );
    request.send( null );

    scope.manager.itemStart( url );

  },

  setCrossOrigin: function ( value ) {

    this.crossOrigin = value;

  }

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.ImageLoader = function ( manager ) {

  this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;

};

THREE.ImageLoader.prototype = {

  constructor: THREE.ImageLoader,

  load: function ( url, onLoad, onProgress, onError ) {

    var scope = this;
    var image = document.createElement( 'img' );

    if ( onLoad !== undefined ) {

      image.addEventListener( 'load', function ( event ) {

        scope.manager.itemEnd( url );
        onLoad( this );

      }, false );

    }

    if ( onProgress !== undefined ) {

      image.addEventListener( 'progress', function ( event ) {

        onProgress( event );

      }, false );

    }

    if ( onError !== undefined ) {

      image.addEventListener( 'error', function ( event ) {

        onError( event );

      }, false );

    }

    if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;

    image.src = url;

    scope.manager.itemStart( url );

  },

  setCrossOrigin: function ( value ) {

    this.crossOrigin = value;

  }

}

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.JSONLoader = function ( showStatus ) {

  THREE.Loader.call( this, showStatus );

  this.withCredentials = false;

};

THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );

THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {

  var scope = this;

  // todo: unify load API to for easier SceneLoader use

  texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );

  this.onLoadStart();
  this.loadAjaxJSON( this, url, callback, texturePath );

};

THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {

  var xhr = new XMLHttpRequest();

  var length = 0;

  xhr.onreadystatechange = function () {

    if ( xhr.readyState === xhr.DONE ) {

      if ( xhr.status === 200 || xhr.status === 0 ) {

        if ( xhr.responseText ) {

          var json = JSON.parse( xhr.responseText );
          var result = context.parse( json, texturePath );
          callback( result.geometry, result.materials );

        } else {

          console.warn( "THREE.JSONLoader: [" + url + "] seems to be unreachable or file there is empty" );

        }

        // in context of more complex asset initialization
        // do not block on single failed file
        // maybe should go even one more level up

        context.onLoadComplete();

      } else {

        console.error( "THREE.JSONLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );

      }

    } else if ( xhr.readyState === xhr.LOADING ) {

      if ( callbackProgress ) {

        if ( length === 0 ) {

          length = xhr.getResponseHeader( "Content-Length" );

        }

        callbackProgress( { total: length, loaded: xhr.responseText.length } );

      }

    } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {

      if ( callbackProgress !== undefined ) {

        length = xhr.getResponseHeader( "Content-Length" );

      }

    }

  };

  xhr.open( "GET", url, true );
  xhr.withCredentials = this.withCredentials;
  xhr.send( null );

};

THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {

  var scope = this,
  geometry = new THREE.Geometry(),
  scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;

  parseModel( scale );

  parseSkin();
  parseMorphing( scale );

  geometry.computeCentroids();
  geometry.computeFaceNormals();
  geometry.computeBoundingSphere();

  function parseModel( scale ) {

    function isBitSet( value, position ) {

      return value & ( 1 << position );

    }

    var i, j, fi,

    offset, zLength, nVertices,

    colorIndex, normalIndex, uvIndex, materialIndex,

    type,
    isQuad,
    hasMaterial,
    hasFaceUv, hasFaceVertexUv,
    hasFaceNormal, hasFaceVertexNormal,
    hasFaceColor, hasFaceVertexColor,

    vertex, face, color, normal,

    uvLayer, uvs, u, v,

    faces = json.faces,
    vertices = json.vertices,
    normals = json.normals,
    colors = json.colors,

    nUvLayers = 0;

    if ( json.uvs !== undefined ) {

      // disregard empty arrays

      for ( i = 0; i < json.uvs.length; i++ ) {

        if ( json.uvs[ i ].length ) nUvLayers ++;

      }

      for ( i = 0; i < nUvLayers; i++ ) {

        geometry.faceUvs[ i ] = [];
        geometry.faceVertexUvs[ i ] = [];

      }

    }

    offset = 0;
    zLength = vertices.length;

    while ( offset < zLength ) {

      vertex = new THREE.Vector3();

      vertex.x = vertices[ offset ++ ] * scale;
      vertex.y = vertices[ offset ++ ] * scale;
      vertex.z = vertices[ offset ++ ] * scale;

      geometry.vertices.push( vertex );

    }

    offset = 0;
    zLength = faces.length;

    while ( offset < zLength ) {

      type = faces[ offset ++ ];


      isQuad              = isBitSet( type, 0 );
      hasMaterial         = isBitSet( type, 1 );
      hasFaceUv           = isBitSet( type, 2 );
      hasFaceVertexUv     = isBitSet( type, 3 );
      hasFaceNormal       = isBitSet( type, 4 );
      hasFaceVertexNormal = isBitSet( type, 5 );
      hasFaceColor      = isBitSet( type, 6 );
      hasFaceVertexColor  = isBitSet( type, 7 );

      //console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);

      if ( isQuad ) {

        face = new THREE.Face4();

        face.a = faces[ offset ++ ];
        face.b = faces[ offset ++ ];
        face.c = faces[ offset ++ ];
        face.d = faces[ offset ++ ];

        nVertices = 4;

      } else {

        face = new THREE.Face3();

        face.a = faces[ offset ++ ];
        face.b = faces[ offset ++ ];
        face.c = faces[ offset ++ ];

        nVertices = 3;

      }

      if ( hasMaterial ) {

        materialIndex = faces[ offset ++ ];
        face.materialIndex = materialIndex;

      }

      // to get face <=> uv index correspondence

      fi = geometry.faces.length;

      if ( hasFaceUv ) {

        for ( i = 0; i < nUvLayers; i++ ) {

          uvLayer = json.uvs[ i ];

          uvIndex = faces[ offset ++ ];

          u = uvLayer[ uvIndex * 2 ];
          v = uvLayer[ uvIndex * 2 + 1 ];

          geometry.faceUvs[ i ][ fi ] = new THREE.Vector2( u, v );

        }

      }

      if ( hasFaceVertexUv ) {

        for ( i = 0; i < nUvLayers; i++ ) {

          uvLayer = json.uvs[ i ];

          uvs = [];

          for ( j = 0; j < nVertices; j ++ ) {

            uvIndex = faces[ offset ++ ];

            u = uvLayer[ uvIndex * 2 ];
            v = uvLayer[ uvIndex * 2 + 1 ];

            uvs[ j ] = new THREE.Vector2( u, v );

          }

          geometry.faceVertexUvs[ i ][ fi ] = uvs;

        }

      }

      if ( hasFaceNormal ) {

        normalIndex = faces[ offset ++ ] * 3;

        normal = new THREE.Vector3();

        normal.x = normals[ normalIndex ++ ];
        normal.y = normals[ normalIndex ++ ];
        normal.z = normals[ normalIndex ];

        face.normal = normal;

      }

      if ( hasFaceVertexNormal ) {

        for ( i = 0; i < nVertices; i++ ) {

          normalIndex = faces[ offset ++ ] * 3;

          normal = new THREE.Vector3();

          normal.x = normals[ normalIndex ++ ];
          normal.y = normals[ normalIndex ++ ];
          normal.z = normals[ normalIndex ];

          face.vertexNormals.push( normal );

        }

      }


      if ( hasFaceColor ) {

        colorIndex = faces[ offset ++ ];

        color = new THREE.Color( colors[ colorIndex ] );
        face.color = color;

      }


      if ( hasFaceVertexColor ) {

        for ( i = 0; i < nVertices; i++ ) {

          colorIndex = faces[ offset ++ ];

          color = new THREE.Color( colors[ colorIndex ] );
          face.vertexColors.push( color );

        }

      }

      geometry.faces.push( face );

    }

  };

  function parseSkin() {

    var i, l, x, y, z, w, a, b, c, d;

    if ( json.skinWeights ) {

      for ( i = 0, l = json.skinWeights.length; i < l; i += 2 ) {

        x = json.skinWeights[ i     ];
        y = json.skinWeights[ i + 1 ];
        z = 0;
        w = 0;

        geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );

      }

    }

    if ( json.skinIndices ) {

      for ( i = 0, l = json.skinIndices.length; i < l; i += 2 ) {

        a = json.skinIndices[ i     ];
        b = json.skinIndices[ i + 1 ];
        c = 0;
        d = 0;

        geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );

      }

    }

    geometry.bones = json.bones;
    geometry.animation = json.animation;

  };

  function parseMorphing( scale ) {

    if ( json.morphTargets !== undefined ) {

      var i, l, v, vl, dstVertices, srcVertices;

      for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {

        geometry.morphTargets[ i ] = {};
        geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
        geometry.morphTargets[ i ].vertices = [];

        dstVertices = geometry.morphTargets[ i ].vertices;
        srcVertices = json.morphTargets [ i ].vertices;

        for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {

          var vertex = new THREE.Vector3();
          vertex.x = srcVertices[ v ] * scale;
          vertex.y = srcVertices[ v + 1 ] * scale;
          vertex.z = srcVertices[ v + 2 ] * scale;

          dstVertices.push( vertex );

        }

      }

    }

    if ( json.morphColors !== undefined ) {

      var i, l, c, cl, dstColors, srcColors, color;

      for ( i = 0, l = json.morphColors.length; i < l; i++ ) {

        geometry.morphColors[ i ] = {};
        geometry.morphColors[ i ].name = json.morphColors[ i ].name;
        geometry.morphColors[ i ].colors = [];

        dstColors = geometry.morphColors[ i ].colors;
        srcColors = json.morphColors [ i ].colors;

        for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {

          color = new THREE.Color( 0xffaa00 );
          color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
          dstColors.push( color );

        }

      }

    }

  };

  if ( json.materials === undefined ) {

    return { geometry: geometry };

  } else {

    var materials = this.initMaterials( json.materials, texturePath );

    if ( this.needsTangents( materials ) ) {

      geometry.computeTangents();

    }

    return { geometry: geometry, materials: materials };

  }

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.LoadingManager = function ( onLoad, onProgress, onError ) {

  var scope = this;

  var loaded = 0, total = 0;

  this.onLoad = onLoad;
  this.onProgress = onProgress;
  this.onError = onError;

  this.itemStart = function ( url ) {

    total ++;

  };

  this.itemEnd = function ( url ) {

    loaded ++;

    if ( scope.onProgress !== undefined ) {

      scope.onProgress( url, loaded, total );

    }

    if ( loaded === total && scope.onLoad !== undefined ) {

      scope.onLoad();

    }

  };

};

THREE.DefaultLoadingManager = new THREE.LoadingManager();

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.GeometryLoader = function ( manager ) {

  this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;

};

THREE.GeometryLoader.prototype = {

  constructor: THREE.GeometryLoader,

  load: function ( url, onLoad, onProgress, onError ) {

    var scope = this;

    var loader = new THREE.XHRLoader();
    loader.setCrossOrigin( this.crossOrigin );
    loader.load( url, function ( text ) {

      onLoad( scope.parse( JSON.parse( text ) ) );

    } );

  },

  setCrossOrigin: function ( value ) {

    this.crossOrigin = value;

  },

  parse: function ( json ) {

    

  }

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.MaterialLoader = function ( manager ) {

  this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;

};

THREE.MaterialLoader.prototype = {

  constructor: THREE.MaterialLoader,

  load: function ( url, onLoad, onProgress, onError ) {

    var scope = this;

    var loader = new THREE.XHRLoader();
    loader.setCrossOrigin( this.crossOrigin );
    loader.load( url, function ( text ) {

      onLoad( scope.parse( JSON.parse( text ) ) );

    } );

  },

  setCrossOrigin: function ( value ) {

    this.crossOrigin = value;

  },

  parse: function ( json ) {

    var material;

    switch ( json.type ) {

      case 'MeshBasicMaterial':

        material = new THREE.MeshBasicMaterial( {

          color: json.color,
          opacity: json.opacity,
          transparent: json.transparent,
          wireframe: json.wireframe

        } );

        break;

      case 'MeshLambertMaterial':

        material = new THREE.MeshLambertMaterial( {

          color: json.color,
          ambient: json.ambient,
          emissive: json.emissive,
          opacity: json.opacity,
          transparent: json.transparent,
          wireframe: json.wireframe

        } );

        break;

      case 'MeshPhongMaterial':

        material = new THREE.MeshPhongMaterial( {

          color: json.color,
          ambient: json.ambient,
          emissive: json.emissive,
          specular: json.specular,
          shininess: json.shininess,
          opacity: json.opacity,
          transparent: json.transparent,
          wireframe: json.wireframe

        } );

        break;

      case 'MeshNormalMaterial':

        material = new THREE.MeshNormalMaterial( {

          opacity: json.opacity,
          transparent: json.transparent,
          wireframe: json.wireframe

        } );

        break;

      case 'MeshDepthMaterial':

        material = new THREE.MeshDepthMaterial( {

          opacity: json.opacity,
          transparent: json.transparent,
          wireframe: json.wireframe

        } );

        break;

    }

    if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;

    return material;

  }

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.ObjectLoader = function ( manager ) {

  this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;

};

THREE.ObjectLoader.prototype = {

  constructor: THREE.ObjectLoader,

  load: function ( url, onLoad, onProgress, onError ) {

    var scope = this;

    var loader = new THREE.XHRLoader( scope.manager );
    loader.setCrossOrigin( this.crossOrigin );
    loader.load( url, function ( text ) {

      onLoad( scope.parse( JSON.parse( text ) ) );

    } );

  },

  setCrossOrigin: function ( value ) {

    this.crossOrigin = value;

  },

  parse: function ( json ) {

    var geometries = this.parseGeometries( json.geometries );
    var materials = this.parseMaterials( json.materials );
    var object = this.parseObject( json.object, geometries, materials );

    return object;

  },

  parseGeometries: function ( json ) {

    var geometries = {};

    if ( json !== undefined ) {

      var loader = new THREE.JSONLoader();

      for ( var i = 0, l = json.length; i < l; i ++ ) {

        var geometry;
        var data = json[ i ];

        switch ( data.type ) {

          case 'PlaneGeometry':

            geometry = new THREE.PlaneGeometry(
              data.width,
              data.height,
              data.widthSegments,
              data.heightSegments
            );

            break;

          case 'CubeGeometry':

            geometry = new THREE.CubeGeometry(
              data.width,
              data.height,
              data.depth,
              data.widthSegments,
              data.heightSegments,
              data.depthSegments
            );

            break;

          case 'CylinderGeometry':

            geometry = new THREE.CylinderGeometry(
              data.radiusTop,
              data.radiusBottom,
              data.height,
              data.radiusSegments,
              data.heightSegments,
              data.openEnded
            );

            break;

          case 'SphereGeometry':

            geometry = new THREE.SphereGeometry(
              data.radius,
              data.widthSegments,
              data.heightSegments,
              data.phiStart,
              data.phiLength,
              data.thetaStart,
              data.thetaLength
            );

            break;

          case 'IcosahedronGeometry':

            geometry = new THREE.IcosahedronGeometry(
              data.radius,
              data.detail
            );

            break;

          case 'TorusGeometry':

            geometry = new THREE.TorusGeometry(
              data.radius,
              data.tube,
              data.radialSegments,
              data.tubularSegments,
              data.arc
            );

            break;

          case 'TorusKnotGeometry':

            geometry = new THREE.TorusKnotGeometry(
              data.radius,
              data.tube,
              data.radialSegments,
              data.tubularSegments,
              data.p,
              data.q,
              data.heightScale
            );

            break;

          case 'Geometry':

            geometry = loader.parse( data.data ).geometry;

            break;

        }

        geometry.uuid = data.uuid;

        if ( data.name !== undefined ) geometry.name = data.name;

        geometries[ data.uuid ] = geometry;

      }

    }

    return geometries;

  },

  parseMaterials: function ( json ) {

    var materials = {};

    if ( json !== undefined ) {

      var loader = new THREE.MaterialLoader();

      for ( var i = 0, l = json.length; i < l; i ++ ) {

        var data = json[ i ];
        var material = loader.parse( data );

        material.uuid = data.uuid;

        if ( data.name !== undefined ) material.name = data.name;

        materials[ data.uuid ] = material;

      }

    }

    return materials;

  },

  parseObject: function () {

    var matrix = new THREE.Matrix4();

    return function ( data, geometries, materials ) {

      var object;

      switch ( data.type ) {

        case 'Scene':

          object = new THREE.Scene();

          break;

        case 'PerspectiveCamera':

          object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );

          break;

        case 'OrthographicCamera':

          object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );

          break;

        case 'AmbientLight':

          object = new THREE.AmbientLight( data.color );

          break;

        case 'DirectionalLight':

          object = new THREE.DirectionalLight( data.color, data.intensity );

          break;

        case 'PointLight':

          object = new THREE.PointLight( data.color, data.intensity, data.distance );

          break;

        case 'SpotLight':

          object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent );

          break;

        case 'HemisphereLight':

          object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );

          break;

        case 'Mesh':

          var geometry = geometries[ data.geometry ];
          var material = materials[ data.material ];

          if ( geometry === undefined ) {

            console.error( 'THREE.ObjectLoader: Undefined geometry ' + data.geometry );

          }

          if ( material === undefined ) {

            console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );

          }

          object = new THREE.Mesh( geometry, material );

          break;

        default:

          object = new THREE.Object3D();

      }

      object.uuid = data.uuid;

      if ( data.name !== undefined ) object.name = data.name;
      if ( data.matrix !== undefined ) {

        matrix.fromArray( data.matrix );
        matrix.decompose( object.position, object.quaternion, object.scale );

      } else {

        if ( data.position !== undefined ) object.position.fromArray( data.position );
        if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
        if ( data.scale !== undefined ) object.scale.fromArray( data.scale );

      }

      if ( data.visible !== undefined ) object.visible = data.visible;
      if ( data.userData !== undefined ) object.userData = data.userData;

      if ( data.children !== undefined ) {

        for ( var child in data.children ) {

          object.add( this.parseObject( data.children[ child ], geometries, materials ) );

        }

      }

      return object;

    }

  }()

};

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.SceneLoader = function () {

  this.onLoadStart = function () {};
  this.onLoadProgress = function() {};
  this.onLoadComplete = function () {};

  this.callbackSync = function () {};
  this.callbackProgress = function () {};

  this.geometryHandlers = {};
  this.hierarchyHandlers = {};

  this.addGeometryHandler( "ascii", THREE.JSONLoader );

};

THREE.SceneLoader.prototype = {

  constructor: THREE.SceneLoader,

  load: function ( url, onLoad, onProgress, onError ) {

    var scope = this;

    var loader = new THREE.XHRLoader( scope.manager );
    loader.setCrossOrigin( this.crossOrigin );
    loader.load( url, function ( text ) {

      scope.parse( JSON.parse( text ), onLoad, url );

    } );

  },

  setCrossOrigin: function ( value ) {

    this.crossOrigin = value;

  },

  addGeometryHandler: function ( typeID, loaderClass ) {

    this.geometryHandlers[ typeID ] = { "loaderClass": loaderClass };

  },

  addHierarchyHandler: function ( typeID, loaderClass ) {

    this.hierarchyHandlers[ typeID ] = { "loaderClass": loaderClass };

  },

  parse: function ( json, callbackFinished, url ) {

    var scope = this;

    var urlBase = THREE.Loader.prototype.extractUrlBase( url );

    var geometry, material, camera, fog,
      texture, images, color,
      light, hex, intensity,
      counter_models, counter_textures,
      total_models, total_textures,
      result;

    var target_array = [];

    var data = json;

    // async geometry loaders

    for ( var typeID in this.geometryHandlers ) {

      var loaderClass = this.geometryHandlers[ typeID ][ "loaderClass" ];
      this.geometryHandlers[ typeID ][ "loaderObject" ] = new loaderClass();

    }

    // async hierachy loaders

    for ( var typeID in this.hierarchyHandlers ) {

      var loaderClass = this.hierarchyHandlers[ typeID ][ "loaderClass" ];
      this.hierarchyHandlers[ typeID ][ "loaderObject" ] = new loaderClass();

    }

    counter_models = 0;
    counter_textures = 0;

    result = {

      scene: new THREE.Scene(),
      geometries: {},
      face_materials: {},
      materials: {},
      textures: {},
      objects: {},
      cameras: {},
      lights: {},
      fogs: {},
      empties: {},
      groups: {}

    };

    if ( data.transform ) {

      var position = data.transform.position,
        rotation = data.transform.rotation,
        scale = data.transform.scale;

      if ( position ) {

        result.scene.position.fromArray( position );

      }

      if ( rotation ) {

        result.scene.rotation.fromArray( rotation );

      }

      if ( scale ) {

        result.scene.scale.fromArray( scale );

      }

      if ( position || rotation || scale ) {

        result.scene.updateMatrix();
        result.scene.updateMatrixWorld();

      }

    }

    function get_url( source_url, url_type ) {

      if ( url_type == "relativeToHTML" ) {

        return source_url;

      } else {

        return urlBase + "/" + source_url;

      }

    };

    // toplevel loader function, delegates to handle_children

    function handle_objects() {

      handle_children( result.scene, data.objects );

    }

    // handle all the children from the loaded json and attach them to given parent

    function handle_children( parent, children ) {

      var mat, dst, pos, rot, scl, quat;

      for ( var objID in children ) {

        // check by id if child has already been handled,
        // if not, create new object

        var object = result.objects[ objID ];
        var objJSON = children[ objID ];

        if ( object === undefined ) {

          // meshes

          if ( objJSON.type && ( objJSON.type in scope.hierarchyHandlers ) ) {

            if ( objJSON.loading === undefined ) {

              var reservedTypes = {
                "type": 1, "url": 1, "material": 1,
                "position": 1, "rotation": 1, "scale" : 1,
                "visible": 1, "children": 1, "userData": 1,
                "skin": 1, "morph": 1, "mirroredLoop": 1, "duration": 1
              };

              var loaderParameters = {};

              for ( var parType in objJSON ) {

                if ( ! ( parType in reservedTypes ) ) {

                  loaderParameters[ parType ] = objJSON[ parType ];

                }

              }

              material = result.materials[ objJSON.material ];

              objJSON.loading = true;

              var loader = scope.hierarchyHandlers[ objJSON.type ][ "loaderObject" ];

              // ColladaLoader

              if ( loader.options ) {

                loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ) );

              // UTF8Loader
              // OBJLoader

              } else {

                loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ), loaderParameters );

              }

            }

          } else if ( objJSON.geometry !== undefined ) {

            geometry = result.geometries[ objJSON.geometry ];

            // geometry already loaded

            if ( geometry ) {

              var needsTangents = false;

              material = result.materials[ objJSON.material ];
              needsTangents = material instanceof THREE.ShaderMaterial;

              pos = objJSON.position;
              rot = objJSON.rotation;
              scl = objJSON.scale;
              mat = objJSON.matrix;
              quat = objJSON.quaternion;

              // use materials from the model file
              // if there is no material specified in the object

              if ( ! objJSON.material ) {

                material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );

              }

              // use materials from the model file
              // if there is just empty face material
              // (must create new material as each model has its own face material)

              if ( ( material instanceof THREE.MeshFaceMaterial ) && material.materials.length === 0 ) {

                material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );

              }

              if ( material instanceof THREE.MeshFaceMaterial ) {

                for ( var i = 0; i < material.materials.length; i ++ ) {

                  needsTangents = needsTangents || ( material.materials[ i ] instanceof THREE.ShaderMaterial );

                }

              }

              if ( needsTangents ) {

                geometry.computeTangents();

              }

              if ( objJSON.skin ) {

                object = new THREE.SkinnedMesh( geometry, material );

              } else if ( objJSON.morph ) {

                object = new THREE.MorphAnimMesh( geometry, material );

                if ( objJSON.duration !== undefined ) {

                  object.duration = objJSON.duration;

                }

                if ( objJSON.time !== undefined ) {

                  object.time = objJSON.time;

                }

                if ( objJSON.mirroredLoop !== undefined ) {

                  object.mirroredLoop = objJSON.mirroredLoop;

                }

                if ( material.morphNormals ) {

                  geometry.computeMorphNormals();

                }

              } else {

                object = new THREE.Mesh( geometry, material );

              }

              object.name = objID;

              if ( mat ) {

                object.matrixAutoUpdate = false;
                object.matrix.set(
                  mat[0],  mat[1],  mat[2],  mat[3],
                  mat[4],  mat[5],  mat[6],  mat[7],
                  mat[8],  mat[9],  mat[10], mat[11],
                  mat[12], mat[13], mat[14], mat[15]
                );

              } else {

                object.position.fromArray( pos );

                if ( quat ) {

                  object.quaternion.fromArray( quat );

                } else {

                  object.rotation.fromArray( rot );

                }

                object.scale.fromArray( scl );

              }

              object.visible = objJSON.visible;
              object.castShadow = objJSON.castShadow;
              object.receiveShadow = objJSON.receiveShadow;

              parent.add( object );

              result.objects[ objID ] = object;

            }

          // lights

          } else if ( objJSON.type === "DirectionalLight" || objJSON.type === "PointLight" || objJSON.type === "AmbientLight" ) {

            hex = ( objJSON.color !== undefined ) ? objJSON.color : 0xffffff;
            intensity = ( objJSON.intensity !== undefined ) ? objJSON.intensity : 1;

            if ( objJSON.type === "DirectionalLight" ) {

              pos = objJSON.direction;

              light = new THREE.DirectionalLight( hex, intensity );
              light.position.fromArray( pos );

              if ( objJSON.target ) {

                target_array.push( { "object": light, "targetName" : objJSON.target } );

                // kill existing default target
                // otherwise it gets added to scene when parent gets added

                light.target = null;

              }

            } else if ( objJSON.type === "PointLight" ) {

              pos = objJSON.position;
              dst = objJSON.distance;

              light = new THREE.PointLight( hex, intensity, dst );
              light.position.fromArray( pos );

            } else if ( objJSON.type === "AmbientLight" ) {

              light = new THREE.AmbientLight( hex );

            }

            parent.add( light );

            light.name = objID;
            result.lights[ objID ] = light;
            result.objects[ objID ] = light;

          // cameras

          } else if ( objJSON.type === "PerspectiveCamera" || objJSON.type === "OrthographicCamera" ) {

            pos = objJSON.position;
            rot = objJSON.rotation;
            quat = objJSON.quaternion;

            if ( objJSON.type === "PerspectiveCamera" ) {

              camera = new THREE.PerspectiveCamera( objJSON.fov, objJSON.aspect, objJSON.near, objJSON.far );

            } else if ( objJSON.type === "OrthographicCamera" ) {

              camera = new THREE.OrthographicCamera( objJSON.left, objJSON.right, objJSON.top, objJSON.bottom, objJSON.near, objJSON.far );

            }

            camera.name = objID;
            camera.position.fromArray( pos );

            if ( quat !== undefined ) {

              camera.quaternion.fromArray( quat );

            } else if ( rot !== undefined ) {

              camera.rotation.fromArray( rot );

            }

            parent.add( camera );

            result.cameras[ objID ] = camera;
            result.objects[ objID ] = camera;

          // pure Object3D

          } else {

            pos = objJSON.position;
            rot = objJSON.rotation;
            scl = objJSON.scale;
            quat = objJSON.quaternion;

            object = new THREE.Object3D();
            object.name = objID;
            object.position.fromArray( pos );

            if ( quat ) {

              object.quaternion.fromArray( quat );

            } else {

              object.rotation.fromArray( rot );

            }

            object.scale.fromArray( scl );
            object.visible = ( objJSON.visible !== undefined ) ? objJSON.visible : false;

            parent.add( object );

            result.objects[ objID ] = object;
            result.empties[ objID ] = object;

          }

          if ( object ) {

            if ( objJSON.userData !== undefined ) {

              for ( var key in objJSON.userData ) {

                var value = objJSON.userData[ key ];
                object.userData[ key ] = value;

              }

            }

            if ( objJSON.groups !== undefined ) {

              for ( var i = 0; i < objJSON.groups.length; i ++ ) {

                var groupID = objJSON.groups[ i ];

                if ( result.groups[ groupID ] === undefined ) {

                  result.groups[ groupID ] = [];

                }

                result.groups[ groupID ].push( objID );

              }

            }

          }

        }

        if ( object !== undefined && objJSON.children !== undefined ) {

          handle_children( object, objJSON.children );

        }

      }

    };

    function handle_mesh( geo, mat, id ) {

      result.geometries[ id ] = geo;
      result.face_materials[ id ] = mat;
      handle_objects();

    };

    function handle_hierarchy( node, id, parent, material, obj ) {

      var p = obj.position;
      var r = obj.rotation;
      var q = obj.quaternion;
      var s = obj.scale;

      node.position.fromArray( p );

      if ( q ) {

        node.quaternion.fromArray( q );

      } else {

        node.rotation.fromArray( r );

      }

      node.scale.fromArray( s );

      // override children materials
      // if object material was specified in JSON explicitly

      if ( material ) {

        node.traverse( function ( child ) {

          child.material = material;

        } );

      }

      // override children visibility
      // with root node visibility as specified in JSON

      var visible = ( obj.visible !== undefined ) ? obj.visible : true;

      node.traverse( function ( child ) {

        child.visible = visible;

      } );

      parent.add( node );

      node.name = id;

      result.objects[ id ] = node;
      handle_objects();

    };

    function create_callback_geometry( id ) {

      return function ( geo, mat ) {

        geo.name = id;

        handle_mesh( geo, mat, id );

        counter_models -= 1;

        scope.onLoadComplete();

        async_callback_gate();

      }

    };

    function create_callback_hierachy( id, parent, material, obj ) {

      return function ( event ) {

        var result;

        // loaders which use EventDispatcher

        if ( event.content ) {

          result = event.content;

        // ColladaLoader

        } else if ( event.dae ) {

          result = event.scene;


        // UTF8Loader

        } else {

          result = event;

        }

        handle_hierarchy( result, id, parent, material, obj );

        counter_models -= 1;

        scope.onLoadComplete();

        async_callback_gate();

      }

    };

    function create_callback_embed( id ) {

      return function ( geo, mat ) {

        geo.name = id;

        result.geometries[ id ] = geo;
        result.face_materials[ id ] = mat;

      }

    };

    function async_callback_gate() {

      var progress = {

        totalModels : total_models,
        totalTextures : total_textures,
        loadedModels : total_models - counter_models,
        loadedTextures : total_textures - counter_textures

      };

      scope.callbackProgress( progress, result );

      scope.onLoadProgress();

      if ( counter_models === 0 && counter_textures === 0 ) {

        finalize();
        callbackFinished( result );

      }

    };

    function finalize() {

      // take care of targets which could be asynchronously loaded objects

      for ( var i = 0; i < target_array.length; i ++ ) {

        var ta = target_array[ i ];

        var target = result.objects[ ta.targetName ];

        if ( target ) {

          ta.object.target = target;

        } else {

          // if there was error and target of specified name doesn't exist in the scene file
          // create instead dummy target
          // (target must be added to scene explicitly as parent is already added)

          ta.object.target = new THREE.Object3D();
          result.scene.add( ta.object.target );

        }

        ta.object.target.userData.targetInverse = ta.object;

      }

    };

    var callbackTexture = function ( count ) {

      counter_textures -= count;
      async_callback_gate();

      scope.onLoadComplete();

    };

    // must use this instead of just directly calling callbackTexture
    // because of closure in the calling context loop

    var generateTextureCallback = function ( count ) {

      return function () {

        callbackTexture( count );

      };

    };

    function traverse_json_hierarchy( objJSON, callback ) {

      callback( objJSON );

      if ( objJSON.children !== undefined ) {

        for ( var objChildID in objJSON.children ) {

          traverse_json_hierarchy( objJSON.children[ objChildID ], callback );

        }

      }

    };

    // first go synchronous elements

    // fogs

    var fogID, fogJSON;

    for ( fogID in data.fogs ) {

      fogJSON = data.fogs[ fogID ];

      if ( fogJSON.type === "linear" ) {

        fog = new THREE.Fog( 0x000000, fogJSON.near, fogJSON.far );

      } else if ( fogJSON.type === "exp2" ) {

        fog = new THREE.FogExp2( 0x000000, fogJSON.density );

      }

      color = fogJSON.color;
      fog.color.setRGB( color[0], color[1], color[2] );

      result.fogs[ fogID ] = fog;

    }

    // now come potentially asynchronous elements

    // geometries

    // count how many geometries will be loaded asynchronously

    var geoID, geoJSON;

    for ( geoID in data.geometries ) {

      geoJSON = data.geometries[ geoID ];

      if ( geoJSON.type in this.geometryHandlers ) {

        counter_models += 1;

        scope.onLoadStart();

      }

    }

    // count how many hierarchies will be loaded asynchronously

    for ( var objID in data.objects ) {

      traverse_json_hierarchy( data.objects[ objID ], function ( objJSON ) {

        if ( objJSON.type && ( objJSON.type in scope.hierarchyHandlers ) ) {

          counter_models += 1;

          scope.onLoadStart();

        }

      });

    }

    total_models = counter_models;

    for ( geoID in data.geometries ) {

      geoJSON = data.geometries[ geoID ];

      if ( geoJSON.type === "cube" ) {

        geometry = new THREE.CubeGeometry( geoJSON.width, geoJSON.height, geoJSON.depth, geoJSON.widthSegments, geoJSON.heightSegments, geoJSON.depthSegments );
        geometry.name = geoID;
        result.geometries[ geoID ] = geometry;

      } else if ( geoJSON.type === "plane" ) {

        geometry = new THREE.PlaneGeometry( geoJSON.width, geoJSON.height, geoJSON.widthSegments, geoJSON.heightSegments );
        geometry.name = geoID;
        result.geometries[ geoID ] = geometry;

      } else if ( geoJSON.type === "sphere" ) {

        geometry = new THREE.SphereGeometry( geoJSON.radius, geoJSON.widthSegments, geoJSON.heightSegments );
        geometry.name = geoID;
        result.geometries[ geoID ] = geometry;

      } else if ( geoJSON.type === "cylinder" ) {

        geometry = new THREE.CylinderGeometry( geoJSON.topRad, geoJSON.botRad, geoJSON.height, geoJSON.radSegs, geoJSON.heightSegs );
        geometry.name = geoID;
        result.geometries[ geoID ] = geometry;

      } else if ( geoJSON.type === "torus" ) {

        geometry = new THREE.TorusGeometry( geoJSON.radius, geoJSON.tube, geoJSON.segmentsR, geoJSON.segmentsT );
        geometry.name = geoID;
        result.geometries[ geoID ] = geometry;

      } else if ( geoJSON.type === "icosahedron" ) {

        geometry = new THREE.IcosahedronGeometry( geoJSON.radius, geoJSON.subdivisions );
        geometry.name = geoID;
        result.geometries[ geoID ] = geometry;

      } else if ( geoJSON.type in this.geometryHandlers ) {

        var loaderParameters = {};

        for ( var parType in geoJSON ) {

          if ( parType !== "type" && parType !== "url" ) {

            loaderParameters[ parType ] = geoJSON[ parType ];

          }

        }

        var loader = this.geometryHandlers[ geoJSON.type ][ "loaderObject" ];
        loader.load( get_url( geoJSON.url, data.urlBaseType ), create_callback_geometry( geoID ), loaderParameters );

      } else if ( geoJSON.type === "embedded" ) {

        var modelJson = data.embeds[ geoJSON.id ],
          texture_path = "";

        // pass metadata along to jsonLoader so it knows the format version

        modelJson.metadata = data.metadata;

        if ( modelJson ) {

          var jsonLoader = this.geometryHandlers[ "ascii" ][ "loaderObject" ];
          var model = jsonLoader.parse( modelJson, texture_path );
          create_callback_embed( geoID )( model.geometry, model.materials );

        }

      }

    }

    // textures

    // count how many textures will be loaded asynchronously

    var textureID, textureJSON;

    for ( textureID in data.textures ) {

      textureJSON = data.textures[ textureID ];

      if ( textureJSON.url instanceof Array ) {

        counter_textures += textureJSON.url.length;

        for( var n = 0; n < textureJSON.url.length; n ++ ) {

          scope.onLoadStart();

        }

      } else {

        counter_textures += 1;

        scope.onLoadStart();

      }

    }

    total_textures = counter_textures;

    for ( textureID in data.textures ) {

      textureJSON = data.textures[ textureID ];

      if ( textureJSON.mapping !== undefined && THREE[ textureJSON.mapping ] !== undefined ) {

        textureJSON.mapping = new THREE[ textureJSON.mapping ]();

      }

      if ( textureJSON.url instanceof Array ) {

        var count = textureJSON.url.length;
        var url_array = [];

        for( var i = 0; i < count; i ++ ) {

          url_array[ i ] = get_url( textureJSON.url[ i ], data.urlBaseType );

        }

        var isCompressed = /\.dds$/i.test( url_array[ 0 ] );

        if ( isCompressed ) {

          texture = THREE.ImageUtils.loadCompressedTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );

        } else {

          texture = THREE.ImageUtils.loadTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );

        }

      } else {

        var isCompressed = /\.dds$/i.test( textureJSON.url );
        var fullUrl = get_url( textureJSON.url, data.urlBaseType );
        var textureCallback = generateTextureCallback( 1 );

        if ( isCompressed ) {

          texture = THREE.ImageUtils.loadCompressedTexture( fullUrl, textureJSON.mapping, textureCallback );

        } else {

          texture = THREE.ImageUtils.loadTexture( fullUrl, textureJSON.mapping, textureCallback );

        }

        if ( THREE[ textureJSON.minFilter ] !== undefined )
          texture.minFilter = THREE[ textureJSON.minFilter ];

        if ( THREE[ textureJSON.magFilter ] !== undefined )
          texture.magFilter = THREE[ textureJSON.magFilter ];

        if ( textureJSON.anisotropy ) texture.anisotropy = textureJSON.anisotropy;

        if ( textureJSON.repeat ) {

          texture.repeat.set( textureJSON.repeat[ 0 ], textureJSON.repeat[ 1 ] );

          if ( textureJSON.repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
          if ( textureJSON.repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;

        }

        if ( textureJSON.offset ) {

          texture.offset.set( textureJSON.offset[ 0 ], textureJSON.offset[ 1 ] );

        }

        // handle wrap after repeat so that default repeat can be overriden

        if ( textureJSON.wrap ) {

          var wrapMap = {
            "repeat": THREE.RepeatWrapping,
            "mirror": THREE.MirroredRepeatWrapping
          }

          if ( wrapMap[ textureJSON.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ textureJSON.wrap[ 0 ] ];
          if ( wrapMap[ textureJSON.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ textureJSON.wrap[ 1 ] ];

        }

      }

      result.textures[ textureID ] = texture;

    }

    // materials

    var matID, matJSON;
    var parID;

    for ( matID in data.materials ) {

      matJSON = data.materials[ matID ];

      for ( parID in matJSON.parameters ) {

        if ( parID === "envMap" || parID === "map" || parID === "lightMap" || parID === "bumpMap" ) {

          matJSON.parameters[ parID ] = result.textures[ matJSON.parameters[ parID ] ];

        } else if ( parID === "shading" ) {

          matJSON.parameters[ parID ] = ( matJSON.parameters[ parID ] === "flat" ) ? THREE.FlatShading : THREE.SmoothShading;

        } else if ( parID === "side" ) {

          if ( matJSON.parameters[ parID ] == "double" ) {

            matJSON.parameters[ parID ] = THREE.DoubleSide;

          } else if ( matJSON.parameters[ parID ] == "back" ) {

            matJSON.parameters[ parID ] = THREE.BackSide;

          } else {

            matJSON.parameters[ parID ] = THREE.FrontSide;

          }

        } else if ( parID === "blending" ) {

          matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.NormalBlending;

        } else if ( parID === "combine" ) {

          matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.MultiplyOperation;

        } else if ( parID === "vertexColors" ) {

          if ( matJSON.parameters[ parID ] == "face" ) {

            matJSON.parameters[ parID ] = THREE.FaceColors;

          // default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false

          } else if ( matJSON.parameters[ parID ] ) {

            matJSON.parameters[ parID ] = THREE.VertexColors;

          }

        } else if ( parID === "wrapRGB" ) {

          var v3 = matJSON.parameters[ parID ];
          matJSON.parameters[ parID ] = new THREE.Vector3( v3[ 0 ], v3[ 1 ], v3[ 2 ] );

        }

      }

      if ( matJSON.parameters.opacity !== undefined && matJSON.parameters.opacity < 1.0 ) {

        matJSON.parameters.transparent = true;

      }

      if ( matJSON.parameters.normalMap ) {

        var shader = THREE.ShaderLib[ "normalmap" ];
        var uniforms = THREE.UniformsUtils.clone( shader.uniforms );

        var diffuse = matJSON.parameters.color;
        var specular = matJSON.parameters.specular;
        var ambient = matJSON.parameters.ambient;
        var shininess = matJSON.parameters.shininess;

        uniforms[ "tNormal" ].value = result.textures[ matJSON.parameters.normalMap ];

        if ( matJSON.parameters.normalScale ) {

          uniforms[ "uNormalScale" ].value.set( matJSON.parameters.normalScale[ 0 ], matJSON.parameters.normalScale[ 1 ] );

        }

        if ( matJSON.parameters.map ) {

          uniforms[ "tDiffuse" ].value = matJSON.parameters.map;
          uniforms[ "enableDiffuse" ].value = true;

        }

        if ( matJSON.parameters.envMap ) {

          uniforms[ "tCube" ].value = matJSON.parameters.envMap;
          uniforms[ "enableReflection" ].value = true;
          uniforms[ "uReflectivity" ].value = matJSON.parameters.reflectivity;

        }

        if ( matJSON.parameters.lightMap ) {

          uniforms[ "tAO" ].value = matJSON.parameters.lightMap;
          uniforms[ "enableAO" ].value = true;

        }

        if ( matJSON.parameters.specularMap ) {

          uniforms[ "tSpecular" ].value = result.textures[ matJSON.parameters.specularMap ];
          uniforms[ "enableSpecular" ].value = true;

        }

        if ( matJSON.parameters.displacementMap ) {

          uniforms[ "tDisplacement" ].value = result.textures[ matJSON.parameters.displacementMap ];
          uniforms[ "enableDisplacement" ].value = true;

          uniforms[ "uDisplacementBias" ].value = matJSON.parameters.displacementBias;
          uniforms[ "uDisplacementScale" ].value = matJSON.parameters.displacementScale;

        }

        uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
        uniforms[ "uSpecularColor" ].value.setHex( specular );
        uniforms[ "uAmbientColor" ].value.setHex( ambient );

        uniforms[ "uShininess" ].value = shininess;

        if ( matJSON.parameters.opacity ) {

          uniforms[ "uOpacity" ].value = matJSON.parameters.opacity;

        }

        var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };

        material = new THREE.ShaderMaterial( parameters );

      } else {

        material = new THREE[ matJSON.type ]( matJSON.parameters );

      }

      material.name = matID;

      result.materials[ matID ] = material;

    }

    // second pass through all materials to initialize MeshFaceMaterials
    // that could be referring to other materials out of order

    for ( matID in data.materials ) {

      matJSON = data.materials[ matID ];

      if ( matJSON.parameters.materials ) {

        var materialArray = [];

        for ( var i = 0; i < matJSON.parameters.materials.length; i ++ ) {

          var label = matJSON.parameters.materials[ i ];
          materialArray.push( result.materials[ label ] );

        }

        result.materials[ matID ].materials = materialArray;

      }

    }

    // objects ( synchronous init of procedural primitives )

    handle_objects();

    // defaults

    if ( result.cameras && data.defaults.camera ) {

      result.currentCamera = result.cameras[ data.defaults.camera ];

    }

    if ( result.fogs && data.defaults.fog ) {

      result.scene.fog = result.fogs[ data.defaults.fog ];

    }

    // synchronous callback

    scope.callbackSync( result );

    // just in case there are no async elements

    async_callback_gate();

  }

}

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.TextureLoader = function ( manager ) {

  this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;

};

THREE.TextureLoader.prototype = {

  constructor: THREE.TextureLoader,

  load: function ( url, onLoad, onProgress, onError ) {

    var scope = this;

    var loader = new THREE.ImageLoader( scope.manager );
    loader.setCrossOrigin( this.crossOrigin );
    loader.load( url, function ( image ) {

      var texture = new THREE.Texture( image );
      texture.needsUpdate = true;

      if ( onLoad !== undefined ) {

        onLoad( texture );

      }

    } );

  },

  setCrossOrigin: function ( value ) {

    this.crossOrigin = value;

  }

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Material = function () {

  this.id = THREE.MaterialIdCount ++;
  this.uuid = THREE.Math.generateUUID();

  this.name = '';

  this.side = THREE.FrontSide;

  this.opacity = 1;
  this.transparent = false;

  this.blending = THREE.NormalBlending;

  this.blendSrc = THREE.SrcAlphaFactor;
  this.blendDst = THREE.OneMinusSrcAlphaFactor;
  this.blendEquation = THREE.AddEquation;

  this.depthTest = true;
  this.depthWrite = true;

  this.polygonOffset = false;
  this.polygonOffsetFactor = 0;
  this.polygonOffsetUnits = 0;

  this.alphaTest = 0;

  this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer

  this.visible = true;

  this.needsUpdate = true;

};

THREE.Material.prototype = {

  constructor: THREE.Material,

  setValues: function ( values ) {

    if ( values === undefined ) return;

    for ( var key in values ) {

      var newValue = values[ key ];

      if ( newValue === undefined ) {

        console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' );
        continue;

      }

      if ( key in this ) {

        var currentValue = this[ key ];

        if ( currentValue instanceof THREE.Color ) {

          currentValue.set( newValue );

        } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {

          currentValue.copy( newValue );

        } else if ( key == 'overdraw') {

          // ensure overdraw is backwards-compatable with legacy boolean type
          this[ key ] = Number(newValue);

        } else {

          this[ key ] = newValue;

        }

      }

    }

  },

  clone: function ( material ) {

    if ( material === undefined ) material = new THREE.Material();

    material.name = this.name;

    material.side = this.side;

    material.opacity = this.opacity;
    material.transparent = this.transparent;

    material.blending = this.blending;

    material.blendSrc = this.blendSrc;
    material.blendDst = this.blendDst;
    material.blendEquation = this.blendEquation;

    material.depthTest = this.depthTest;
    material.depthWrite = this.depthWrite;

    material.polygonOffset = this.polygonOffset;
    material.polygonOffsetFactor = this.polygonOffsetFactor;
    material.polygonOffsetUnits = this.polygonOffsetUnits;

    material.alphaTest = this.alphaTest;

    material.overdraw = this.overdraw;

    material.visible = this.visible;

    return material;

  },

  dispose: function () {

    this.dispatchEvent( { type: 'dispose' } );

  }

};

THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );

THREE.MaterialIdCount = 0;

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  linewidth: <float>,
 *  linecap: "round",
 *  linejoin: "round",
 *
 *  vertexColors: <bool>
 *
 *  fog: <bool>
 * }
 */

THREE.LineBasicMaterial = function ( parameters ) {

  THREE.Material.call( this );

  this.color = new THREE.Color( 0xffffff );

  this.linewidth = 1;
  this.linecap = 'round';
  this.linejoin = 'round';

  this.vertexColors = false;

  this.fog = true;

  this.setValues( parameters );

};

THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.LineBasicMaterial.prototype.clone = function () {

  var material = new THREE.LineBasicMaterial();

  THREE.Material.prototype.clone.call( this, material );

  material.color.copy( this.color );

  material.linewidth = this.linewidth;
  material.linecap = this.linecap;
  material.linejoin = this.linejoin;

  material.vertexColors = this.vertexColors;

  material.fog = this.fog;

  return material;

};

/**
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  linewidth: <float>,
 *
 *  scale: <float>,
 *  dashSize: <float>,
 *  gapSize: <float>,
 *
 *  vertexColors: <bool>
 *
 *  fog: <bool>
 * }
 */

THREE.LineDashedMaterial = function ( parameters ) {

  THREE.Material.call( this );

  this.color = new THREE.Color( 0xffffff );

  this.linewidth = 1;

  this.scale = 1;
  this.dashSize = 3;
  this.gapSize = 1;

  this.vertexColors = false;

  this.fog = true;

  this.setValues( parameters );

};

THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.LineDashedMaterial.prototype.clone = function () {

  var material = new THREE.LineDashedMaterial();

  THREE.Material.prototype.clone.call( this, material );

  material.color.copy( this.color );

  material.linewidth = this.linewidth;

  material.scale = this.scale;
  material.dashSize = this.dashSize;
  material.gapSize = this.gapSize;

  material.vertexColors = this.vertexColors;

  material.fog = this.fog;

  return material;

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *  map: new THREE.Texture( <Image> ),
 *
 *  lightMap: new THREE.Texture( <Image> ),
 *
 *  specularMap: new THREE.Texture( <Image> ),
 *
 *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
 *  combine: THREE.Multiply,
 *  reflectivity: <float>,
 *  refractionRatio: <float>,
 *
 *  shading: THREE.SmoothShading,
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *
 *  fog: <bool>
 * }
 */

THREE.MeshBasicMaterial = function ( parameters ) {

  THREE.Material.call( this );

  this.color = new THREE.Color( 0xffffff ); // emissive

  this.map = null;

  this.lightMap = null;

  this.specularMap = null;

  this.envMap = null;
  this.combine = THREE.MultiplyOperation;
  this.reflectivity = 1;
  this.refractionRatio = 0.98;

  this.fog = true;

  this.shading = THREE.SmoothShading;

  this.wireframe = false;
  this.wireframeLinewidth = 1;
  this.wireframeLinecap = 'round';
  this.wireframeLinejoin = 'round';

  this.vertexColors = THREE.NoColors;

  this.skinning = false;
  this.morphTargets = false;

  this.setValues( parameters );

};

THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.MeshBasicMaterial.prototype.clone = function () {

  var material = new THREE.MeshBasicMaterial();

  THREE.Material.prototype.clone.call( this, material );

  material.color.copy( this.color );

  material.map = this.map;

  material.lightMap = this.lightMap;

  material.specularMap = this.specularMap;

  material.envMap = this.envMap;
  material.combine = this.combine;
  material.reflectivity = this.reflectivity;
  material.refractionRatio = this.refractionRatio;

  material.fog = this.fog;

  material.shading = this.shading;

  material.wireframe = this.wireframe;
  material.wireframeLinewidth = this.wireframeLinewidth;
  material.wireframeLinecap = this.wireframeLinecap;
  material.wireframeLinejoin = this.wireframeLinejoin;

  material.vertexColors = this.vertexColors;

  material.skinning = this.skinning;
  material.morphTargets = this.morphTargets;

  return material;

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  ambient: <hex>,
 *  emissive: <hex>,
 *  opacity: <float>,
 *
 *  map: new THREE.Texture( <Image> ),
 *
 *  lightMap: new THREE.Texture( <Image> ),
 *
 *  specularMap: new THREE.Texture( <Image> ),
 *
 *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
 *  combine: THREE.Multiply,
 *  reflectivity: <float>,
 *  refractionRatio: <float>,
 *
 *  shading: THREE.SmoothShading,
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>,
 *
 *  fog: <bool>
 * }
 */

THREE.MeshLambertMaterial = function ( parameters ) {

  THREE.Material.call( this );

  this.color = new THREE.Color( 0xffffff ); // diffuse
  this.ambient = new THREE.Color( 0xffffff );
  this.emissive = new THREE.Color( 0x000000 );

  this.wrapAround = false;
  this.wrapRGB = new THREE.Vector3( 1, 1, 1 );

  this.map = null;

  this.lightMap = null;

  this.specularMap = null;

  this.envMap = null;
  this.combine = THREE.MultiplyOperation;
  this.reflectivity = 1;
  this.refractionRatio = 0.98;

  this.fog = true;

  this.shading = THREE.SmoothShading;

  this.wireframe = false;
  this.wireframeLinewidth = 1;
  this.wireframeLinecap = 'round';
  this.wireframeLinejoin = 'round';

  this.vertexColors = THREE.NoColors;

  this.skinning = false;
  this.morphTargets = false;
  this.morphNormals = false;

  this.setValues( parameters );

};

THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.MeshLambertMaterial.prototype.clone = function () {

  var material = new THREE.MeshLambertMaterial();

  THREE.Material.prototype.clone.call( this, material );

  material.color.copy( this.color );
  material.ambient.copy( this.ambient );
  material.emissive.copy( this.emissive );

  material.wrapAround = this.wrapAround;
  material.wrapRGB.copy( this.wrapRGB );

  material.map = this.map;

  material.lightMap = this.lightMap;

  material.specularMap = this.specularMap;

  material.envMap = this.envMap;
  material.combine = this.combine;
  material.reflectivity = this.reflectivity;
  material.refractionRatio = this.refractionRatio;

  material.fog = this.fog;

  material.shading = this.shading;

  material.wireframe = this.wireframe;
  material.wireframeLinewidth = this.wireframeLinewidth;
  material.wireframeLinecap = this.wireframeLinecap;
  material.wireframeLinejoin = this.wireframeLinejoin;

  material.vertexColors = this.vertexColors;

  material.skinning = this.skinning;
  material.morphTargets = this.morphTargets;
  material.morphNormals = this.morphNormals;

  return material;

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  ambient: <hex>,
 *  emissive: <hex>,
 *  specular: <hex>,
 *  shininess: <float>,
 *  opacity: <float>,
 *
 *  map: new THREE.Texture( <Image> ),
 *
 *  lightMap: new THREE.Texture( <Image> ),
 *
 *  bumpMap: new THREE.Texture( <Image> ),
 *  bumpScale: <float>,
 *
 *  normalMap: new THREE.Texture( <Image> ),
 *  normalScale: <Vector2>,
 *
 *  specularMap: new THREE.Texture( <Image> ),
 *
 *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
 *  combine: THREE.Multiply,
 *  reflectivity: <float>,
 *  refractionRatio: <float>,
 *
 *  shading: THREE.SmoothShading,
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>,
 *
 *  fog: <bool>
 * }
 */

THREE.MeshPhongMaterial = function ( parameters ) {

  THREE.Material.call( this );

  this.color = new THREE.Color( 0xffffff ); // diffuse
  this.ambient = new THREE.Color( 0xffffff );
  this.emissive = new THREE.Color( 0x000000 );
  this.specular = new THREE.Color( 0x111111 );
  this.shininess = 30;

  this.metal = false;
  this.perPixel = true;

  this.wrapAround = false;
  this.wrapRGB = new THREE.Vector3( 1, 1, 1 );

  this.map = null;

  this.lightMap = null;

  this.bumpMap = null;
  this.bumpScale = 1;

  this.normalMap = null;
  this.normalScale = new THREE.Vector2( 1, 1 );

  this.specularMap = null;

  this.envMap = null;
  this.combine = THREE.MultiplyOperation;
  this.reflectivity = 1;
  this.refractionRatio = 0.98;

  this.fog = true;

  this.shading = THREE.SmoothShading;

  this.wireframe = false;
  this.wireframeLinewidth = 1;
  this.wireframeLinecap = 'round';
  this.wireframeLinejoin = 'round';

  this.vertexColors = THREE.NoColors;

  this.skinning = false;
  this.morphTargets = false;
  this.morphNormals = false;

  this.setValues( parameters );

};

THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.MeshPhongMaterial.prototype.clone = function () {

  var material = new THREE.MeshPhongMaterial();

  THREE.Material.prototype.clone.call( this, material );

  material.color.copy( this.color );
  material.ambient.copy( this.ambient );
  material.emissive.copy( this.emissive );
  material.specular.copy( this.specular );
  material.shininess = this.shininess;

  material.metal = this.metal;
  material.perPixel = this.perPixel;

  material.wrapAround = this.wrapAround;
  material.wrapRGB.copy( this.wrapRGB );

  material.map = this.map;

  material.lightMap = this.lightMap;

  material.bumpMap = this.bumpMap;
  material.bumpScale = this.bumpScale;

  material.normalMap = this.normalMap;
  material.normalScale.copy( this.normalScale );

  material.specularMap = this.specularMap;

  material.envMap = this.envMap;
  material.combine = this.combine;
  material.reflectivity = this.reflectivity;
  material.refractionRatio = this.refractionRatio;

  material.fog = this.fog;

  material.shading = this.shading;

  material.wireframe = this.wireframe;
  material.wireframeLinewidth = this.wireframeLinewidth;
  material.wireframeLinecap = this.wireframeLinecap;
  material.wireframeLinejoin = this.wireframeLinejoin;

  material.vertexColors = this.vertexColors;

  material.skinning = this.skinning;
  material.morphTargets = this.morphTargets;
  material.morphNormals = this.morphNormals;

  return material;

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  opacity: <float>,
 *
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>
 * }
 */

THREE.MeshDepthMaterial = function ( parameters ) {

  THREE.Material.call( this );

  this.wireframe = false;
  this.wireframeLinewidth = 1;

  this.setValues( parameters );

};

THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.MeshDepthMaterial.prototype.clone = function () {

  var material = new THREE.MeshDepthMaterial();

  THREE.Material.prototype.clone.call( this, material );

  material.wireframe = this.wireframe;
  material.wireframeLinewidth = this.wireframeLinewidth;

  return material;

};

/**
 * @author mrdoob / http://mrdoob.com/
 *
 * parameters = {
 *  opacity: <float>,
 *
 *  shading: THREE.FlatShading,
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>
 * }
 */

THREE.MeshNormalMaterial = function ( parameters ) {

  THREE.Material.call( this, parameters );

  this.shading = THREE.FlatShading;

  this.wireframe = false;
  this.wireframeLinewidth = 1;

  this.morphTargets = false;

  this.setValues( parameters );

};

THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.MeshNormalMaterial.prototype.clone = function () {

  var material = new THREE.MeshNormalMaterial();

  THREE.Material.prototype.clone.call( this, material );

  material.shading = this.shading;

  material.wireframe = this.wireframe;
  material.wireframeLinewidth = this.wireframeLinewidth;

  return material;

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.MeshFaceMaterial = function ( materials ) {

  this.materials = materials instanceof Array ? materials : [];

};

THREE.MeshFaceMaterial.prototype.clone = function () {

  return new THREE.MeshFaceMaterial( this.materials.slice( 0 ) );

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *  map: new THREE.Texture( <Image> ),
 *
 *  size: <float>,
 *
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  vertexColors: <bool>,
 *
 *  fog: <bool>
 * }
 */

THREE.ParticleBasicMaterial = function ( parameters ) {

  THREE.Material.call( this );

  this.color = new THREE.Color( 0xffffff );

  this.map = null;

  this.size = 1;
  this.sizeAttenuation = true;

  this.vertexColors = false;

  this.fog = true;

  this.setValues( parameters );

};

THREE.ParticleBasicMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.ParticleBasicMaterial.prototype.clone = function () {

  var material = new THREE.ParticleBasicMaterial();

  THREE.Material.prototype.clone.call( this, material );

  material.color.copy( this.color );

  material.map = this.map;

  material.size = this.size;
  material.sizeAttenuation = this.sizeAttenuation;

  material.vertexColors = this.vertexColors;

  material.fog = this.fog;

  return material;

};

/**
 * @author mrdoob / http://mrdoob.com/
 *
 * parameters = {
 *  color: <hex>,
 *  program: <function>,
 *  opacity: <float>,
 *  blending: THREE.NormalBlending
 * }
 */

THREE.ParticleCanvasMaterial = function ( parameters ) {

  THREE.Material.call( this );

  this.color = new THREE.Color( 0xffffff );
  this.program = function ( context, color ) {};

  this.setValues( parameters );

};

THREE.ParticleCanvasMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.ParticleCanvasMaterial.prototype.clone = function () {

  var material = new THREE.ParticleCanvasMaterial();

  THREE.Material.prototype.clone.call( this, material );

  material.color.copy( this.color );
  material.program = this.program;

  return material;

};

/**
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  fragmentShader: <string>,
 *  vertexShader: <string>,
 *
 *  uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
 *
 *  defines: { "label" : "value" },
 *
 *  shading: THREE.SmoothShading,
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  lights: <bool>,
 *
 *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>,
 *
 *  fog: <bool>
 * }
 */

THREE.ShaderMaterial = function ( parameters ) {

  THREE.Material.call( this );

  this.fragmentShader = "void main() {}";
  this.vertexShader = "void main() {}";
  this.uniforms = {};
  this.defines = {};
  this.attributes = null;

  this.shading = THREE.SmoothShading;

  this.linewidth = 1;

  this.wireframe = false;
  this.wireframeLinewidth = 1;

  this.fog = false; // set to use scene fog

  this.lights = false; // set to use scene lights

  this.vertexColors = THREE.NoColors; // set to use "color" attribute stream

  this.skinning = false; // set to use skinning attribute streams

  this.morphTargets = false; // set to use morph targets
  this.morphNormals = false; // set to use morph normals

  this.setValues( parameters );

};

THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.ShaderMaterial.prototype.clone = function () {

  var material = new THREE.ShaderMaterial();

  THREE.Material.prototype.clone.call( this, material );

  material.fragmentShader = this.fragmentShader;
  material.vertexShader = this.vertexShader;

  material.uniforms = THREE.UniformsUtils.clone( this.uniforms );

  material.attributes = this.attributes;
  material.defines = this.defines;

  material.shading = this.shading;

  material.wireframe = this.wireframe;
  material.wireframeLinewidth = this.wireframeLinewidth;

  material.fog = this.fog;

  material.lights = this.lights;

  material.vertexColors = this.vertexColors;

  material.skinning = this.skinning;

  material.morphTargets = this.morphTargets;
  material.morphNormals = this.morphNormals;

  return material;

};

/**
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *  map: new THREE.Texture( <Image> ),
 *
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  useScreenCoordinates: <bool>,
 *  sizeAttenuation: <bool>,
 *  scaleByViewport: <bool>,
 *  alignment: THREE.SpriteAlignment.center,
 *
 *  uvOffset: new THREE.Vector2(),
 *  uvScale: new THREE.Vector2(),
 *
 *  fog: <bool>
 * }
 */

THREE.SpriteMaterial = function ( parameters ) {

  THREE.Material.call( this );

  // defaults

  this.color = new THREE.Color( 0xffffff );
  this.map = new THREE.Texture();

  this.useScreenCoordinates = true;
  this.depthTest = !this.useScreenCoordinates;
  this.sizeAttenuation = !this.useScreenCoordinates;
  this.scaleByViewport = !this.sizeAttenuation;
  this.alignment = THREE.SpriteAlignment.center.clone();

  this.fog = false;

  this.uvOffset = new THREE.Vector2( 0, 0 );
  this.uvScale  = new THREE.Vector2( 1, 1 );

  // set parameters

  this.setValues( parameters );

  // override coupled defaults if not specified explicitly by parameters

  parameters = parameters || {};

  if ( parameters.depthTest === undefined ) this.depthTest = !this.useScreenCoordinates;
  if ( parameters.sizeAttenuation === undefined ) this.sizeAttenuation = !this.useScreenCoordinates;
  if ( parameters.scaleByViewport === undefined ) this.scaleByViewport = !this.sizeAttenuation;

};

THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.SpriteMaterial.prototype.clone = function () {

  var material = new THREE.SpriteMaterial();

  THREE.Material.prototype.clone.call( this, material );

  material.color.copy( this.color );
  material.map = this.map;

  material.useScreenCoordinates = this.useScreenCoordinates;
  material.sizeAttenuation = this.sizeAttenuation;
  material.scaleByViewport = this.scaleByViewport;
  material.alignment.copy( this.alignment );

  material.uvOffset.copy( this.uvOffset );
  material.uvScale.copy( this.uvScale );

  material.fog = this.fog;

  return material;

};

// Alignment enums

THREE.SpriteAlignment = {};
THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 );
THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 );
THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 );
THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 );
THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 );
THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 );
THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 );
THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 );
THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 );

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
 */

THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {

  this.id = THREE.TextureIdCount ++;
  this.uuid = THREE.Math.generateUUID();

  this.name = '';

  this.image = image;
  this.mipmaps = [];

  this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping();

  this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
  this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;

  this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
  this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;

  this.anisotropy = anisotropy !== undefined ? anisotropy : 1;

  this.format = format !== undefined ? format : THREE.RGBAFormat;
  this.type = type !== undefined ? type : THREE.UnsignedByteType;

  this.offset = new THREE.Vector2( 0, 0 );
  this.repeat = new THREE.Vector2( 1, 1 );

  this.generateMipmaps = true;
  this.premultiplyAlpha = false;
  this.flipY = true;
  this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)

  this.needsUpdate = false;
  this.onUpdate = null;

};

THREE.Texture.prototype = {

  constructor: THREE.Texture,

  clone: function ( texture ) {

    if ( texture === undefined ) texture = new THREE.Texture();

    texture.image = this.image;
    texture.mipmaps = this.mipmaps.slice(0);

    texture.mapping = this.mapping;

    texture.wrapS = this.wrapS;
    texture.wrapT = this.wrapT;

    texture.magFilter = this.magFilter;
    texture.minFilter = this.minFilter;

    texture.anisotropy = this.anisotropy;

    texture.format = this.format;
    texture.type = this.type;

    texture.offset.copy( this.offset );
    texture.repeat.copy( this.repeat );

    texture.generateMipmaps = this.generateMipmaps;
    texture.premultiplyAlpha = this.premultiplyAlpha;
    texture.flipY = this.flipY;
    texture.unpackAlignment = this.unpackAlignment;

    return texture;

  },

  dispose: function () {

    this.dispatchEvent( { type: 'dispose' } );

  }

};

THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );

THREE.TextureIdCount = 0;

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {

  THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

  this.image = { width: width, height: height };
  this.mipmaps = mipmaps;

  this.generateMipmaps = false; // WebGL currently can't generate mipmaps for compressed textures, they must be embedded in DDS file

};

THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );

THREE.CompressedTexture.prototype.clone = function () {

  var texture = new THREE.CompressedTexture();

  THREE.Texture.prototype.clone.call( this, texture );

  return texture;

};

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {

  THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

  this.image = { data: data, width: width, height: height };

};

THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );

THREE.DataTexture.prototype.clone = function () {

  var texture = new THREE.DataTexture();

  THREE.Texture.prototype.clone.call( this, texture );

  return texture;

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.Particle = function ( material ) {

  THREE.Object3D.call( this );

  this.material = material;

};

THREE.Particle.prototype = Object.create( THREE.Object3D.prototype );

THREE.Particle.prototype.clone = function ( object ) {

  if ( object === undefined ) object = new THREE.Particle( this.material );

  THREE.Object3D.prototype.clone.call( this, object );

  return object;

};

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.ParticleSystem = function ( geometry, material ) {

  THREE.Object3D.call( this );

  this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  this.material = material !== undefined ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } );

  this.sortParticles = false;
  this.frustumCulled = false;

};

THREE.ParticleSystem.prototype = Object.create( THREE.Object3D.prototype );

THREE.ParticleSystem.prototype.clone = function ( object ) {

  if ( object === undefined ) object = new THREE.ParticleSystem( this.geometry, this.material );

  object.sortParticles = this.sortParticles;

  THREE.Object3D.prototype.clone.call( this, object );

  return object;

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.Line = function ( geometry, material, type ) {

  THREE.Object3D.call( this );

  this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );

  this.type = ( type !== undefined ) ? type : THREE.LineStrip;

};

THREE.LineStrip = 0;
THREE.LinePieces = 1;

THREE.Line.prototype = Object.create( THREE.Object3D.prototype );

THREE.Line.prototype.clone = function ( object ) {

  if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );

  THREE.Object3D.prototype.clone.call( this, object );

  return object;

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author mikael emtinger / http://gomo.se/
 * @author jonobr1 / http://jonobr1.com/
 */

THREE.Mesh = function ( geometry, material ) {

  THREE.Object3D.call( this );

  this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );

  this.updateMorphTargets();

};

THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );

THREE.Mesh.prototype.updateMorphTargets = function () {

  if ( this.geometry.morphTargets.length > 0 ) {

    this.morphTargetBase = -1;
    this.morphTargetForcedOrder = [];
    this.morphTargetInfluences = [];
    this.morphTargetDictionary = {};

    for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {

      this.morphTargetInfluences.push( 0 );
      this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;

    }

  }

};

THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {

  if ( this.morphTargetDictionary[ name ] !== undefined ) {

    return this.morphTargetDictionary[ name ];

  }

  console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." );

  return 0;

};

THREE.Mesh.prototype.clone = function ( object ) {

  if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );

  THREE.Object3D.prototype.clone.call( this, object );

  return object;

};

/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Bone = function( belongsToSkin ) {

  THREE.Object3D.call( this );

  this.skin = belongsToSkin;
  this.skinMatrix = new THREE.Matrix4();

};

THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );

THREE.Bone.prototype.update = function ( parentSkinMatrix, forceUpdate ) {

  // update local

  if ( this.matrixAutoUpdate ) {

    forceUpdate |= this.updateMatrix();

  }

  // update skin matrix

  if ( forceUpdate || this.matrixWorldNeedsUpdate ) {

    if( parentSkinMatrix ) {

      this.skinMatrix.multiplyMatrices( parentSkinMatrix, this.matrix );

    } else {

      this.skinMatrix.copy( this.matrix );

    }

    this.matrixWorldNeedsUpdate = false;
    forceUpdate = true;

  }

  // update children

  var child, i, l = this.children.length;

  for ( i = 0; i < l; i ++ ) {

    this.children[ i ].update( this.skinMatrix, forceUpdate );

  }

};


/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {

  THREE.Mesh.call( this, geometry, material );

  //

  this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;

  // init bones

  this.identityMatrix = new THREE.Matrix4();

  this.bones = [];
  this.boneMatrices = [];

  var b, bone, gbone, p, q, s;

  if ( this.geometry && this.geometry.bones !== undefined ) {

    for ( b = 0; b < this.geometry.bones.length; b ++ ) {

      gbone = this.geometry.bones[ b ];

      p = gbone.pos;
      q = gbone.rotq;
      s = gbone.scl;

      bone = this.addBone();

      bone.name = gbone.name;
      bone.position.set( p[0], p[1], p[2] );
      bone.quaternion.set( q[0], q[1], q[2], q[3] );
    
      if ( s !== undefined ) {

        bone.scale.set( s[0], s[1], s[2] );

      } else {

        bone.scale.set( 1, 1, 1 );

      }

    }

    for ( b = 0; b < this.bones.length; b ++ ) {

      gbone = this.geometry.bones[ b ];
      bone = this.bones[ b ];

      if ( gbone.parent === -1 ) {

        this.add( bone );

      } else {

        this.bones[ gbone.parent ].add( bone );

      }

    }

    //

    var nBones = this.bones.length;

    if ( this.useVertexTexture ) {

      // layout (1 matrix = 4 pixels)
      //  RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
      //  with  8x8  pixel texture max   16 bones  (8 * 8  / 4)
      //     16x16 pixel texture max   64 bones (16 * 16 / 4)
      //     32x32 pixel texture max  256 bones (32 * 32 / 4)
      //     64x64 pixel texture max 1024 bones (64 * 64 / 4)

      var size;

      if ( nBones > 256 )
        size = 64;
      else if ( nBones > 64 )
        size = 32;
      else if ( nBones > 16 )
        size = 16;
      else
        size = 8;

      this.boneTextureWidth = size;
      this.boneTextureHeight = size;

      this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
      this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
      this.boneTexture.minFilter = THREE.NearestFilter;
      this.boneTexture.magFilter = THREE.NearestFilter;
      this.boneTexture.generateMipmaps = false;
      this.boneTexture.flipY = false;

    } else {

      this.boneMatrices = new Float32Array( 16 * nBones );

    }

    this.pose();

  }

};

THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );

THREE.SkinnedMesh.prototype.addBone = function( bone ) {

  if ( bone === undefined ) {

    bone = new THREE.Bone( this );

  }

  this.bones.push( bone );

  return bone;

};

THREE.SkinnedMesh.prototype.updateMatrixWorld = function () {

  var offsetMatrix = new THREE.Matrix4();

  return function ( force ) {

    this.matrixAutoUpdate && this.updateMatrix();

    // update matrixWorld

    if ( this.matrixWorldNeedsUpdate || force ) {

      if ( this.parent ) {

        this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );

      } else {

        this.matrixWorld.copy( this.matrix );

      }

      this.matrixWorldNeedsUpdate = false;

      force = true;

    }

    // update children

    for ( var i = 0, l = this.children.length; i < l; i ++ ) {

      var child = this.children[ i ];

      if ( child instanceof THREE.Bone ) {

        child.update( this.identityMatrix, false );

      } else {

        child.updateMatrixWorld( true );

      }

    }

    // make a snapshot of the bones' rest position

    if ( this.boneInverses == undefined ) {

      this.boneInverses = [];

      for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {

        var inverse = new THREE.Matrix4();

        inverse.getInverse( this.bones[ b ].skinMatrix );

        this.boneInverses.push( inverse );

      }

    }

    // flatten bone matrices to array

    for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {

      // compute the offset between the current and the original transform;

      // TODO: we could get rid of this multiplication step if the skinMatrix
      // was already representing the offset; however, this requires some
      // major changes to the animation system

      offsetMatrix.multiplyMatrices( this.bones[ b ].skinMatrix, this.boneInverses[ b ] );
      offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );

    }

    if ( this.useVertexTexture ) {

      this.boneTexture.needsUpdate = true;

    }

  };

}();

THREE.SkinnedMesh.prototype.pose = function () {

  this.updateMatrixWorld( true );

  this.normalizeSkinWeights();

};

THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {

  if ( this.geometry instanceof THREE.Geometry ) {

    for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {

      var sw = this.geometry.skinWeights[ i ];

      var scale = 1.0 / sw.lengthManhattan();

      if ( scale !== Infinity ) {

        sw.multiplyScalar( scale );

      } else {

        sw.set( 1 ); // this will be normalized by the shader anyway

      }

    }

  } else {

    // skinning weights assumed to be normalized for THREE.BufferGeometry

  }

};

THREE.SkinnedMesh.prototype.clone = function ( object ) {

  if ( object === undefined ) {

    object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );

  }

  THREE.Mesh.prototype.clone.call( this, object );

  return object;

};

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.MorphAnimMesh = function ( geometry, material ) {

  THREE.Mesh.call( this, geometry, material );

  // API

  this.duration = 1000; // milliseconds
  this.mirroredLoop = false;
  this.time = 0;

  // internals

  this.lastKeyframe = 0;
  this.currentKeyframe = 0;

  this.direction = 1;
  this.directionBackwards = false;

  this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );

};

THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );

THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {

  this.startKeyframe = start;
  this.endKeyframe = end;

  this.length = this.endKeyframe - this.startKeyframe + 1;

};

THREE.MorphAnimMesh.prototype.setDirectionForward = function () {

  this.direction = 1;
  this.directionBackwards = false;

};

THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {

  this.direction = -1;
  this.directionBackwards = true;

};

THREE.MorphAnimMesh.prototype.parseAnimations = function () {

  var geometry = this.geometry;

  if ( ! geometry.animations ) geometry.animations = {};

  var firstAnimation, animations = geometry.animations;

  var pattern = /([a-z]+)(\d+)/;

  for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {

    var morph = geometry.morphTargets[ i ];
    var parts = morph.name.match( pattern );

    if ( parts && parts.length > 1 ) {

      var label = parts[ 1 ];
      var num = parts[ 2 ];

      if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity };

      var animation = animations[ label ];

      if ( i < animation.start ) animation.start = i;
      if ( i > animation.end ) animation.end = i;

      if ( ! firstAnimation ) firstAnimation = label;

    }

  }

  geometry.firstAnimation = firstAnimation;

};

THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {

  if ( ! this.geometry.animations ) this.geometry.animations = {};

  this.geometry.animations[ label ] = { start: start, end: end };

};

THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {

  var animation = this.geometry.animations[ label ];

  if ( animation ) {

    this.setFrameRange( animation.start, animation.end );
    this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
    this.time = 0;

  } else {

    console.warn( "animation[" + label + "] undefined" );

  }

};

THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {

  var frameTime = this.duration / this.length;

  this.time += this.direction * delta;

  if ( this.mirroredLoop ) {

    if ( this.time > this.duration || this.time < 0 ) {

      this.direction *= -1;

      if ( this.time > this.duration ) {

        this.time = this.duration;
        this.directionBackwards = true;

      }

      if ( this.time < 0 ) {

        this.time = 0;
        this.directionBackwards = false;

      }

    }

  } else {

    this.time = this.time % this.duration;

    if ( this.time < 0 ) this.time += this.duration;

  }

  var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );

  if ( keyframe !== this.currentKeyframe ) {

    this.morphTargetInfluences[ this.lastKeyframe ] = 0;
    this.morphTargetInfluences[ this.currentKeyframe ] = 1;

    this.morphTargetInfluences[ keyframe ] = 0;

    this.lastKeyframe = this.currentKeyframe;
    this.currentKeyframe = keyframe;

  }

  var mix = ( this.time % frameTime ) / frameTime;

  if ( this.directionBackwards ) {

    mix = 1 - mix;

  }

  this.morphTargetInfluences[ this.currentKeyframe ] = mix;
  this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;

};

THREE.MorphAnimMesh.prototype.clone = function ( object ) {

  if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );

  object.duration = this.duration;
  object.mirroredLoop = this.mirroredLoop;
  object.time = this.time;

  object.lastKeyframe = this.lastKeyframe;
  object.currentKeyframe = this.currentKeyframe;

  object.direction = this.direction;
  object.directionBackwards = this.directionBackwards;

  THREE.Mesh.prototype.clone.call( this, object );

  return object;

};

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Ribbon = function ( geometry, material ) {

  THREE.Object3D.call( this );

  this.geometry = geometry;
  this.material = material;

};

THREE.Ribbon.prototype = Object.create( THREE.Object3D.prototype );

THREE.Ribbon.prototype.clone = function ( object ) {

  if ( object === undefined ) object = new THREE.Ribbon( this.geometry, this.material );

  THREE.Object3D.prototype.clone.call( this, object );

  return object;

};

/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 */

THREE.LOD = function () {

  THREE.Object3D.call( this );

  this.objects = [];

};


THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );

THREE.LOD.prototype.addLevel = function ( object, distance ) {

  if ( distance === undefined ) distance = 0;

  distance = Math.abs( distance );

  for ( var l = 0; l < this.objects.length; l ++ ) {

    if ( distance < this.objects[ l ].distance ) {

      break;

    }

  }

  this.objects.splice( l, 0, { distance: distance, object: object } );
  this.add( object );

};

THREE.LOD.prototype.getObjectForDistance = function ( distance ) {

  for ( var i = 1, l = this.objects.length; i < l; i ++ ) {

    if ( distance < this.objects[ i ].distance ) {

      break;

    }

  }

  return this.objects[ i - 1 ].object;

};

THREE.LOD.prototype.update = function () {

  var v1 = new THREE.Vector3();
  var v2 = new THREE.Vector3();

  return function ( camera ) {

    if ( this.objects.length > 1 ) {

      v1.getPositionFromMatrix( camera.matrixWorld );
      v2.getPositionFromMatrix( this.matrixWorld );

      var distance = v1.distanceTo( v2 );

      this.objects[ 0 ].object.visible = true;

      for ( var i = 1, l = this.objects.length; i < l; i ++ ) {

        if ( distance >= this.objects[ i ].distance ) {

          this.objects[ i - 1 ].object.visible = false;
          this.objects[ i     ].object.visible = true;

        } else {

          break;

        }

      }

      for( ; i < l; i ++ ) {

        this.objects[ i ].object.visible = false;

      }

    }

  };

}();

THREE.LOD.prototype.clone = function () {

  // TODO

};

/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Sprite = function ( material ) {

  THREE.Object3D.call( this );

  this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();

  this.rotation3d = this.rotation;
  this.rotation = 0;

};

THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );

/*
 * Custom update matrix
 */

THREE.Sprite.prototype.updateMatrix = function () {

  this.rotation3d.set( 0, 0, this.rotation, this.rotation3d.order );
  this.quaternion.setFromEuler( this.rotation3d );
  this.matrix.compose( this.position, this.quaternion, this.scale );

  this.matrixWorldNeedsUpdate = true;

};

THREE.Sprite.prototype.clone = function ( object ) {

  if ( object === undefined ) object = new THREE.Sprite( this.material );

  THREE.Object3D.prototype.clone.call( this, object );

  return object;

};


/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.Scene = function () {

  THREE.Object3D.call( this );

  this.fog = null;
  this.overrideMaterial = null;

  this.autoUpdate = true; // checked by the renderer
  this.matrixAutoUpdate = false;

  this.__objects = [];
  this.__lights = [];

  this.__objectsAdded = [];
  this.__objectsRemoved = [];

};

THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );

THREE.Scene.prototype.__addObject = function ( object ) {

  if ( object instanceof THREE.Light ) {

    if ( this.__lights.indexOf( object ) === - 1 ) {

      this.__lights.push( object );

    }

    if ( object.target && object.target.parent === undefined ) {

      this.add( object.target );

    }

  } else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) {

    if ( this.__objects.indexOf( object ) === - 1 ) {

      this.__objects.push( object );
      this.__objectsAdded.push( object );

      // check if previously removed

      var i = this.__objectsRemoved.indexOf( object );

      if ( i !== -1 ) {

        this.__objectsRemoved.splice( i, 1 );

      }

    }

  }

  for ( var c = 0; c < object.children.length; c ++ ) {

    this.__addObject( object.children[ c ] );

  }

};

THREE.Scene.prototype.__removeObject = function ( object ) {

  if ( object instanceof THREE.Light ) {

    var i = this.__lights.indexOf( object );

    if ( i !== -1 ) {

      this.__lights.splice( i, 1 );

    }

  } else if ( !( object instanceof THREE.Camera ) ) {

    var i = this.__objects.indexOf( object );

    if( i !== -1 ) {

      this.__objects.splice( i, 1 );
      this.__objectsRemoved.push( object );

      // check if previously added

      var ai = this.__objectsAdded.indexOf( object );

      if ( ai !== -1 ) {

        this.__objectsAdded.splice( ai, 1 );

      }

    }

  }

  for ( var c = 0; c < object.children.length; c ++ ) {

    this.__removeObject( object.children[ c ] );

  }

};

THREE.Scene.prototype.clone = function ( object ) {

  if ( object === undefined ) object = new THREE.Scene();

  THREE.Object3D.prototype.clone.call(this, object);

  if ( this.fog !== null ) object.fog = this.fog.clone();
  if ( this.overrideMaterial !== null ) object.overrideMaterial = this.overrideMaterial.clone();

  object.autoUpdate = this.autoUpdate;
  object.matrixAutoUpdate = this.matrixAutoUpdate;

  return object;

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Fog = function ( hex, near, far ) {

  this.name = '';

  this.color = new THREE.Color( hex );

  this.near = ( near !== undefined ) ? near : 1;
  this.far = ( far !== undefined ) ? far : 1000;

};

THREE.Fog.prototype.clone = function () {

  return new THREE.Fog( this.color.getHex(), this.near, this.far );

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.FogExp2 = function ( hex, density ) {

  this.name = '';

  this.color = new THREE.Color( hex );
  this.density = ( density !== undefined ) ? density : 0.00025;

};

THREE.FogExp2.prototype.clone = function () {

  return new THREE.FogExp2( this.color.getHex(), this.density );

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.CanvasRenderer = function ( parameters ) {

  console.log( 'THREE.CanvasRenderer', THREE.REVISION );

  var smoothstep = THREE.Math.smoothstep;

  parameters = parameters || {};

  var _this = this,
  _renderData, _elements, _lights,
  _projector = new THREE.Projector(),

  _canvas = parameters.canvas !== undefined
      ? parameters.canvas
      : document.createElement( 'canvas' ),

  _canvasWidth, _canvasHeight, _canvasWidthHalf, _canvasHeightHalf,
  _context = _canvas.getContext( '2d' ),

  _clearColor = new THREE.Color( 0x000000 ),
  _clearAlpha = 0,

  _contextGlobalAlpha = 1,
  _contextGlobalCompositeOperation = 0,
  _contextStrokeStyle = null,
  _contextFillStyle = null,
  _contextLineWidth = null,
  _contextLineCap = null,
  _contextLineJoin = null,
  _contextDashSize = null,
  _contextGapSize = 0,

  _camera,

  _v1, _v2, _v3, _v4,
  _v5 = new THREE.RenderableVertex(),
  _v6 = new THREE.RenderableVertex(),

  _v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
  _v4x, _v4y, _v5x, _v5y, _v6x, _v6y,

  _color = new THREE.Color(),
  _color1 = new THREE.Color(),
  _color2 = new THREE.Color(),
  _color3 = new THREE.Color(),
  _color4 = new THREE.Color(),

  _diffuseColor = new THREE.Color(),
  _emissiveColor = new THREE.Color(),

  _lightColor = new THREE.Color(),

  _patterns = {}, _imagedatas = {},

  _near, _far,

  _image, _uvs,
  _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,

  _clipBox = new THREE.Box2(),
  _clearBox = new THREE.Box2(),
  _elemBox = new THREE.Box2(),

  _ambientLight = new THREE.Color(),
  _directionalLights = new THREE.Color(),
  _pointLights = new THREE.Color(),

  _vector3 = new THREE.Vector3(), // Needed for PointLight

  _pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData,
  _gradientMap, _gradientMapContext, _gradientMapQuality = 16;

  _pixelMap = document.createElement( 'canvas' );
  _pixelMap.width = _pixelMap.height = 2;

  _pixelMapContext = _pixelMap.getContext( '2d' );
  _pixelMapContext.fillStyle = 'rgba(0,0,0,1)';
  _pixelMapContext.fillRect( 0, 0, 2, 2 );

  _pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 );
  _pixelMapData = _pixelMapImage.data;

  _gradientMap = document.createElement( 'canvas' );
  _gradientMap.width = _gradientMap.height = _gradientMapQuality;

  _gradientMapContext = _gradientMap.getContext( '2d' );
  _gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 );
  _gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality );

  _gradientMapQuality --; // Fix UVs

  // dash+gap fallbacks for Firefox and everything else

  if ( _context.setLineDash === undefined ) {

    if ( _context.mozDash !== undefined ) {

      _context.setLineDash = function ( values ) {

        _context.mozDash = values[ 0 ] !== null ? values : null;

      }

    } else {

      _context.setLineDash = function () {}

    }

  }

  this.domElement = _canvas;

  this.devicePixelRatio = parameters.devicePixelRatio !== undefined
        ? parameters.devicePixelRatio
        : window.devicePixelRatio !== undefined
          ? window.devicePixelRatio
          : 1;

  this.autoClear = true;
  this.sortObjects = true;
  this.sortElements = true;

  this.info = {

    render: {

      vertices: 0,
      faces: 0

    }

  }

  // WebGLRenderer compatibility

  this.supportsVertexTextures = function () {};
  this.setFaceCulling = function () {};

  this.setSize = function ( width, height, updateStyle ) {

    _canvasWidth = width * this.devicePixelRatio;
    _canvasHeight = height * this.devicePixelRatio;

    _canvasWidthHalf = Math.floor( _canvasWidth / 2 );
    _canvasHeightHalf = Math.floor( _canvasHeight / 2 );

    _canvas.width = _canvasWidth;
    _canvas.height = _canvasHeight;

    if ( this.devicePixelRatio !== 1 && updateStyle !== false ) {

      _canvas.style.width = width + 'px';
      _canvas.style.height = height + 'px';

    }

    _clipBox.set(
      new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
      new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
    );

    _clearBox.set(
      new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
      new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
    );

    _contextGlobalAlpha = 1;
    _contextGlobalCompositeOperation = 0;
    _contextStrokeStyle = null;
    _contextFillStyle = null;
    _contextLineWidth = null;
    _contextLineCap = null;
    _contextLineJoin = null;

  };

  this.setClearColor = function ( color, alpha ) {

    _clearColor.set( color );
    _clearAlpha = alpha !== undefined ? alpha : 1;

    _clearBox.set(
      new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
      new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
    );

  };

  this.setClearColorHex = function ( hex, alpha ) {

    console.warn( 'DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
    this.setClearColor( hex, alpha );

  };

  this.getMaxAnisotropy = function () {

    return 0;

  };

  this.clear = function () {

    _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );

    if ( _clearBox.empty() === false ) {

      _clearBox.intersect( _clipBox );
      _clearBox.expandByScalar( 2 );

      if ( _clearAlpha < 1 ) {

        _context.clearRect(
          _clearBox.min.x | 0,
          _clearBox.min.y | 0,
          ( _clearBox.max.x - _clearBox.min.x ) | 0,
          ( _clearBox.max.y - _clearBox.min.y ) | 0
        );

      }

      if ( _clearAlpha > 0 ) {

        setBlending( THREE.NormalBlending );
        setOpacity( 1 );

        setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearAlpha + ')' );

        _context.fillRect(
          _clearBox.min.x | 0,
          _clearBox.min.y | 0,
          ( _clearBox.max.x - _clearBox.min.x ) | 0,
          ( _clearBox.max.y - _clearBox.min.y ) | 0
        );

      }

      _clearBox.makeEmpty();

    }


  };

  this.render = function ( scene, camera ) {

    if ( camera instanceof THREE.Camera === false ) {

      console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' );
      return;

    }

    if ( this.autoClear === true ) this.clear();

    _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );

    _this.info.render.vertices = 0;
    _this.info.render.faces = 0;

    _renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
    _elements = _renderData.elements;
    _lights = _renderData.lights;
    _camera = camera;

    /* DEBUG
    setFillStyle( 'rgba( 0, 255, 255, 0.5 )' );
    _context.fillRect( _clipBox.min.x, _clipBox.min.y, _clipBox.max.x - _clipBox.min.x, _clipBox.max.y - _clipBox.min.y );
    */

    calculateLights();

    for ( var e = 0, el = _elements.length; e < el; e++ ) {

      var element = _elements[ e ];

      var material = element.material;

      if ( material === undefined || material.visible === false ) continue;

      _elemBox.makeEmpty();

      if ( element instanceof THREE.RenderableParticle ) {

        _v1 = element;
        _v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;

        renderParticle( _v1, element, material );

      } else if ( element instanceof THREE.RenderableLine ) {

        _v1 = element.v1; _v2 = element.v2;

        _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
        _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;

        _elemBox.setFromPoints( [
          _v1.positionScreen,
          _v2.positionScreen
        ] );

        if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {

          renderLine( _v1, _v2, element, material );

        }

      } else if ( element instanceof THREE.RenderableFace3 ) {

        _v1 = element.v1; _v2 = element.v2; _v3 = element.v3;

        if ( _v1.positionScreen.z < -1 || _v1.positionScreen.z > 1 ) continue;
        if ( _v2.positionScreen.z < -1 || _v2.positionScreen.z > 1 ) continue;
        if ( _v3.positionScreen.z < -1 || _v3.positionScreen.z > 1 ) continue;

        _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
        _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
        _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;

        if ( material.overdraw > 0 ) {

          expand( _v1.positionScreen, _v2.positionScreen, material.overdraw );
          expand( _v2.positionScreen, _v3.positionScreen, material.overdraw );
          expand( _v3.positionScreen, _v1.positionScreen, material.overdraw );

        }

        _elemBox.setFromPoints( [
          _v1.positionScreen,
          _v2.positionScreen,
          _v3.positionScreen
        ] );

        if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {

          renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material );

        }

      } else if ( element instanceof THREE.RenderableFace4 ) {

        _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4;

        if ( _v1.positionScreen.z < -1 || _v1.positionScreen.z > 1 ) continue;
        if ( _v2.positionScreen.z < -1 || _v2.positionScreen.z > 1 ) continue;
        if ( _v3.positionScreen.z < -1 || _v3.positionScreen.z > 1 ) continue;
        if ( _v4.positionScreen.z < -1 || _v4.positionScreen.z > 1 ) continue;

        _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
        _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
        _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
        _v4.positionScreen.x *= _canvasWidthHalf; _v4.positionScreen.y *= _canvasHeightHalf;

        _v5.positionScreen.copy( _v2.positionScreen );
        _v6.positionScreen.copy( _v4.positionScreen );

        if ( material.overdraw > 0 ) {

          expand( _v1.positionScreen, _v2.positionScreen, material.overdraw );
          expand( _v2.positionScreen, _v4.positionScreen, material.overdraw );
          expand( _v4.positionScreen, _v1.positionScreen, material.overdraw );

          expand( _v3.positionScreen, _v5.positionScreen, material.overdraw );
          expand( _v3.positionScreen, _v6.positionScreen, material.overdraw );

        }

        _elemBox.setFromPoints( [
          _v1.positionScreen,
          _v2.positionScreen,
          _v3.positionScreen,
          _v4.positionScreen
        ] );

        if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {

          renderFace4( _v1, _v2, _v3, _v4, _v5, _v6, element, material );

        }

      }

      /* DEBUG
      setLineWidth( 1 );
      setStrokeStyle( 'rgba( 0, 255, 0, 0.5 )' );
      _context.strokeRect( _elemBox.min.x, _elemBox.min.y, _elemBox.max.x - _elemBox.min.x, _elemBox.max.y - _elemBox.min.y );
      */

      _clearBox.union( _elemBox );

    }

    /* DEBUG
    setLineWidth( 1 );
    setStrokeStyle( 'rgba( 255, 0, 0, 0.5 )' );
    _context.strokeRect( _clearBox.min.x, _clearBox.min.y, _clearBox.max.x - _clearBox.min.x, _clearBox.max.y - _clearBox.min.y );
    */

    _context.setTransform( 1, 0, 0, 1, 0, 0 );

  };

  //

  function calculateLights() {

    _ambientLight.setRGB( 0, 0, 0 );
    _directionalLights.setRGB( 0, 0, 0 );
    _pointLights.setRGB( 0, 0, 0 );

    for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {

      var light = _lights[ l ];
      var lightColor = light.color;

      if ( light instanceof THREE.AmbientLight ) {

        _ambientLight.add( lightColor );

      } else if ( light instanceof THREE.DirectionalLight ) {

        // for particles

        _directionalLights.add( lightColor );

      } else if ( light instanceof THREE.PointLight ) {

        // for particles

        _pointLights.add( lightColor );

      }

    }

  }

  function calculateLight( position, normal, color ) {

    for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {

      var light = _lights[ l ];

      _lightColor.copy( light.color );

      if ( light instanceof THREE.DirectionalLight ) {

        var lightPosition = _vector3.getPositionFromMatrix( light.matrixWorld ).normalize();

        var amount = normal.dot( lightPosition );

        if ( amount <= 0 ) continue;

        amount *= light.intensity;

        color.add( _lightColor.multiplyScalar( amount ) );

      } else if ( light instanceof THREE.PointLight ) {

        var lightPosition = _vector3.getPositionFromMatrix( light.matrixWorld );

        var amount = normal.dot( _vector3.subVectors( lightPosition, position ).normalize() );

        if ( amount <= 0 ) continue;

        amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );

        if ( amount == 0 ) continue;

        amount *= light.intensity;

        color.add( _lightColor.multiplyScalar( amount ) );

      }

    }

  }

  function renderParticle( v1, element, material ) {

    setOpacity( material.opacity );
    setBlending( material.blending );

    var width, height, scaleX, scaleY,
    bitmap, bitmapWidth, bitmapHeight;

    if ( material instanceof THREE.ParticleBasicMaterial ) {

      if ( material.map === null ) {

        scaleX = element.object.scale.x;
        scaleY = element.object.scale.y;

        // TODO: Be able to disable this

        scaleX *= element.scale.x * _canvasWidthHalf;
        scaleY *= element.scale.y * _canvasHeightHalf;

        _elemBox.min.set( v1.x - scaleX, v1.y - scaleY );
        _elemBox.max.set( v1.x + scaleX, v1.y + scaleY );

        if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {

          _elemBox.makeEmpty();
          return;

        }

        setFillStyle( material.color.getStyle() );

        _context.save();
        _context.translate( v1.x, v1.y );
        _context.rotate( - element.rotation );
        _context.scale( scaleX, scaleY );
        _context.fillRect( -1, -1, 2, 2 );
        _context.restore();

      } else {

        bitmap = material.map.image;
        bitmapWidth = bitmap.width >> 1;
        bitmapHeight = bitmap.height >> 1;

        scaleX = element.scale.x * _canvasWidthHalf;
        scaleY = element.scale.y * _canvasHeightHalf;

        width = scaleX * bitmapWidth;
        height = scaleY * bitmapHeight;

        // TODO: Rotations break this...

        _elemBox.min.set( v1.x - width, v1.y - height );
        _elemBox.max.set( v1.x + width, v1.y + height );

        if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {

          _elemBox.makeEmpty();
          return;

        }

        _context.save();
        _context.translate( v1.x, v1.y );
        _context.rotate( - element.rotation );
        _context.scale( scaleX, - scaleY );

        _context.translate( - bitmapWidth, - bitmapHeight );
        _context.drawImage( bitmap, 0, 0 );
        _context.restore();

      }

      /* DEBUG
      setStrokeStyle( 'rgb(255,255,0)' );
      _context.beginPath();
      _context.moveTo( v1.x - 10, v1.y );
      _context.lineTo( v1.x + 10, v1.y );
      _context.moveTo( v1.x, v1.y - 10 );
      _context.lineTo( v1.x, v1.y + 10 );
      _context.stroke();
      */

    } else if ( material instanceof THREE.ParticleCanvasMaterial ) {

      width = element.scale.x * _canvasWidthHalf;
      height = element.scale.y * _canvasHeightHalf;

      _elemBox.min.set( v1.x - width, v1.y - height );
      _elemBox.max.set( v1.x + width, v1.y + height );

      if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {

        _elemBox.makeEmpty();
        return;

      }

      setStrokeStyle( material.color.getStyle() );
      setFillStyle( material.color.getStyle() );

      _context.save();
      _context.translate( v1.x, v1.y );
      _context.rotate( - element.rotation );
      _context.scale( width, height );

      material.program( _context );

      _context.restore();

    }

  }

  function renderLine( v1, v2, element, material ) {

    setOpacity( material.opacity );
    setBlending( material.blending );

    _context.beginPath();
    _context.moveTo( v1.positionScreen.x, v1.positionScreen.y );
    _context.lineTo( v2.positionScreen.x, v2.positionScreen.y );

    if ( material instanceof THREE.LineBasicMaterial ) {

      setLineWidth( material.linewidth );
      setLineCap( material.linecap );
      setLineJoin( material.linejoin );

      if ( material.vertexColors !== THREE.VertexColors ) {

        setStrokeStyle( material.color.getStyle() );

      } else {

        var colorStyle1 = element.vertexColors[0].getStyle();
        var colorStyle2 = element.vertexColors[1].getStyle();

        if ( colorStyle1 === colorStyle2 ) {

          setStrokeStyle( colorStyle1 );

        } else {

          try {

            var grad = _context.createLinearGradient(
              v1.positionScreen.x,
              v1.positionScreen.y,
              v2.positionScreen.x,
              v2.positionScreen.y
            );
            grad.addColorStop( 0, colorStyle1 );
            grad.addColorStop( 1, colorStyle2 );

          } catch ( exception ) {

            grad = colorStyle1;

          }

          setStrokeStyle( grad );

        }

      }

      _context.stroke();
      _elemBox.expandByScalar( material.linewidth * 2 );

    } else if ( material instanceof THREE.LineDashedMaterial ) {

      setLineWidth( material.linewidth );
      setLineCap( material.linecap );
      setLineJoin( material.linejoin );
      setStrokeStyle( material.color.getStyle() );
      setDashAndGap( material.dashSize, material.gapSize );

      _context.stroke();

      _elemBox.expandByScalar( material.linewidth * 2 );

      setDashAndGap( null, null );

    }

  }

  function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material ) {

    _this.info.render.vertices += 3;
    _this.info.render.faces ++;

    setOpacity( material.opacity );
    setBlending( material.blending );

    _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
    _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
    _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;

    drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y );

    if ( ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) && material.map === null ) {

      _diffuseColor.copy( material.color );
      _emissiveColor.copy( material.emissive );

      if ( material.vertexColors === THREE.FaceColors ) {

        _diffuseColor.multiply( element.color );

      }

      if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 3 ) {

        _color1.copy( _ambientLight );
        _color2.copy( _ambientLight );
        _color3.copy( _ambientLight );

        calculateLight( element.v1.positionWorld, element.vertexNormalsModel[ 0 ], _color1 );
        calculateLight( element.v2.positionWorld, element.vertexNormalsModel[ 1 ], _color2 );
        calculateLight( element.v3.positionWorld, element.vertexNormalsModel[ 2 ], _color3 );

        _color1.multiply( _diffuseColor ).add( _emissiveColor );
        _color2.multiply( _diffuseColor ).add( _emissiveColor );
        _color3.multiply( _diffuseColor ).add( _emissiveColor );
        _color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );

        _image = getGradientTexture( _color1, _color2, _color3, _color4 );

        clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );

      } else {

        _color.copy( _ambientLight );

        calculateLight( element.centroidModel, element.normalModel, _color );

        _color.multiply( _diffuseColor ).add( _emissiveColor );

        material.wireframe === true
          ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
          : fillPath( _color );

      }

    } else if ( material instanceof THREE.MeshBasicMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {

      if ( material.map !== null ) {

        if ( material.map.mapping instanceof THREE.UVMapping ) {

          _uvs = element.uvs[ 0 ];
          patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].x, _uvs[ uv1 ].y, _uvs[ uv2 ].x, _uvs[ uv2 ].y, _uvs[ uv3 ].x, _uvs[ uv3 ].y, material.map );

        }


      } else if ( material.envMap !== null ) {

        if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) {

          _vector3.copy( element.vertexNormalsModelView[ uv1 ] );
          _uv1x = 0.5 * _vector3.x + 0.5;
          _uv1y = 0.5 * _vector3.y + 0.5;

          _vector3.copy( element.vertexNormalsModelView[ uv2 ] );
          _uv2x = 0.5 * _vector3.x + 0.5;
          _uv2y = 0.5 * _vector3.y + 0.5;

          _vector3.copy( element.vertexNormalsModelView[ uv3 ] );
          _uv3x = 0.5 * _vector3.x + 0.5;
          _uv3y = 0.5 * _vector3.y + 0.5;

          patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );

        }/* else if ( material.envMap.mapping == THREE.SphericalRefractionMapping ) {



        }*/


      } else {

        _color.copy( material.color );

        if ( material.vertexColors === THREE.FaceColors ) {

          _color.multiply( element.color );

        }

        material.wireframe === true
          ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
          : fillPath( _color );

      }

    } else if ( material instanceof THREE.MeshDepthMaterial ) {

      _near = _camera.near;
      _far = _camera.far;

      _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _near, _far );
      _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z * v2.positionScreen.w, _near, _far );
      _color3.r = _color3.g = _color3.b = 1 - smoothstep( v3.positionScreen.z * v3.positionScreen.w, _near, _far );
      _color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );

      _image = getGradientTexture( _color1, _color2, _color3, _color4 );

      clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );

    } else if ( material instanceof THREE.MeshNormalMaterial ) {

      var normal;

      if ( material.shading == THREE.FlatShading ) {

        normal = element.normalModelView;

        _color.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );

        material.wireframe === true
          ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
          : fillPath( _color );

      } else if ( material.shading == THREE.SmoothShading ) {

        normal = element.vertexNormalsModelView[ uv1 ];
        _color1.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );

        normal = element.vertexNormalsModelView[ uv2 ];
        _color2.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );

        normal = element.vertexNormalsModelView[ uv3 ];
        _color3.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );

        _color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );

        _image = getGradientTexture( _color1, _color2, _color3, _color4 );

        clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );

      }

    }

  }

  function renderFace4( v1, v2, v3, v4, v5, v6, element, material ) {

    _this.info.render.vertices += 4;
    _this.info.render.faces ++;

    setOpacity( material.opacity );
    setBlending( material.blending );

    if ( ( material.map !== undefined && material.map !== null ) || ( material.envMap !== undefined && material.envMap !== null ) ) {

      // Let renderFace3() handle this

      renderFace3( v1, v2, v4, 0, 1, 3, element, material );
      renderFace3( v5, v3, v6, 1, 2, 3, element, material );

      return;

    }

    _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
    _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
    _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
    _v4x = v4.positionScreen.x; _v4y = v4.positionScreen.y;
    _v5x = v5.positionScreen.x; _v5y = v5.positionScreen.y;
    _v6x = v6.positionScreen.x; _v6y = v6.positionScreen.y;

    if ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {

      _diffuseColor.copy( material.color );
      _emissiveColor.copy( material.emissive );

      if ( material.vertexColors === THREE.FaceColors ) {

        _diffuseColor.multiply( element.color );

      }

      if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 4 ) {

        _color1.copy( _ambientLight );
        _color2.copy( _ambientLight );
        _color3.copy( _ambientLight );
        _color4.copy( _ambientLight );

        calculateLight( element.v1.positionWorld, element.vertexNormalsModel[ 0 ], _color1 );
        calculateLight( element.v2.positionWorld, element.vertexNormalsModel[ 1 ], _color2 );
        calculateLight( element.v4.positionWorld, element.vertexNormalsModel[ 3 ], _color3 );
        calculateLight( element.v3.positionWorld, element.vertexNormalsModel[ 2 ], _color4 );

        _color1.multiply( _diffuseColor ).add( _emissiveColor );
        _color2.multiply( _diffuseColor ).add( _emissiveColor );
        _color3.multiply( _diffuseColor ).add( _emissiveColor );
        _color4.multiply( _diffuseColor ).add( _emissiveColor );

        _image = getGradientTexture( _color1, _color2, _color3, _color4 );

        // TODO: UVs are incorrect, v4->v3?

        drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
        clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );

        drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
        clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );

      } else {

        _color.copy( _ambientLight );

        calculateLight( element.centroidModel, element.normalModel, _color );

        _color.multiply( _diffuseColor ).add( _emissiveColor );

        drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );

        material.wireframe === true
          ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
          : fillPath( _color );

      }

    } else if ( material instanceof THREE.MeshBasicMaterial ) {

      _color.copy( material.color );

      if ( material.vertexColors === THREE.FaceColors ) {

        _color.multiply( element.color );

      }

      drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );

      material.wireframe === true
        ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
        : fillPath( _color );

    } else if ( material instanceof THREE.MeshNormalMaterial ) {

      var normal;

      if ( material.shading == THREE.FlatShading ) {

        normal = element.normalModelView;
        _color.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );

        drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );

        material.wireframe === true
          ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
          : fillPath( _color );

      } else if ( material.shading == THREE.SmoothShading ) {

        normal = element.vertexNormalsModelView[ 0 ];
        _color1.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );

        normal = element.vertexNormalsModelView[ 1 ];
        _color2.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );

        normal = element.vertexNormalsModelView[ 3 ];
        _color3.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );

        normal = element.vertexNormalsModelView[ 2 ];
        _color4.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );

        _image = getGradientTexture( _color1, _color2, _color3, _color4 );

        drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
        clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );

        drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
        clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );

      }

    } else if ( material instanceof THREE.MeshDepthMaterial ) {

      _near = _camera.near;
      _far = _camera.far;

      _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _near, _far );
      _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z * v2.positionScreen.w, _near, _far );
      _color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z * v4.positionScreen.w, _near, _far );
      _color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z * v3.positionScreen.w, _near, _far );

      _image = getGradientTexture( _color1, _color2, _color3, _color4 );

      // TODO: UVs are incorrect, v4->v3?

      drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
      clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );

      drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
      clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );

    }

  }

  //

  function drawTriangle( x0, y0, x1, y1, x2, y2 ) {

    _context.beginPath();
    _context.moveTo( x0, y0 );
    _context.lineTo( x1, y1 );
    _context.lineTo( x2, y2 );
    _context.closePath();

  }

  function drawQuad( x0, y0, x1, y1, x2, y2, x3, y3 ) {

    _context.beginPath();
    _context.moveTo( x0, y0 );
    _context.lineTo( x1, y1 );
    _context.lineTo( x2, y2 );
    _context.lineTo( x3, y3 );
    _context.closePath();

  }

  function strokePath( color, linewidth, linecap, linejoin ) {

    setLineWidth( linewidth );
    setLineCap( linecap );
    setLineJoin( linejoin );
    setStrokeStyle( color.getStyle() );

    _context.stroke();

    _elemBox.expandByScalar( linewidth * 2 );

  }

  function fillPath( color ) {

    setFillStyle( color.getStyle() );
    _context.fill();

  }

  function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {

    if ( texture instanceof THREE.DataTexture || texture.image === undefined || texture.image.width == 0 ) return;

    if ( texture.needsUpdate === true ) {

      var repeatX = texture.wrapS == THREE.RepeatWrapping;
      var repeatY = texture.wrapT == THREE.RepeatWrapping;

      _patterns[ texture.id ] = _context.createPattern(
        texture.image, repeatX === true && repeatY === true
          ? 'repeat'
          : repeatX === true && repeatY === false
            ? 'repeat-x'
            : repeatX === false && repeatY === true
              ? 'repeat-y'
              : 'no-repeat'
      );

      texture.needsUpdate = false;

    }

    _patterns[ texture.id ] === undefined
      ? setFillStyle( 'rgba(0,0,0,1)' )
      : setFillStyle( _patterns[ texture.id ] );

    // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120

    var a, b, c, d, e, f, det, idet,
    offsetX = texture.offset.x / texture.repeat.x,
    offsetY = texture.offset.y / texture.repeat.y,
    width = texture.image.width * texture.repeat.x,
    height = texture.image.height * texture.repeat.y;

    u0 = ( u0 + offsetX ) * width;
    v0 = ( 1.0 - v0 + offsetY ) * height;

    u1 = ( u1 + offsetX ) * width;
    v1 = ( 1.0 - v1 + offsetY ) * height;

    u2 = ( u2 + offsetX ) * width;
    v2 = ( 1.0 - v2 + offsetY ) * height;

    x1 -= x0; y1 -= y0;
    x2 -= x0; y2 -= y0;

    u1 -= u0; v1 -= v0;
    u2 -= u0; v2 -= v0;

    det = u1 * v2 - u2 * v1;

    if ( det === 0 ) {

      if ( _imagedatas[ texture.id ] === undefined ) {

        var canvas = document.createElement( 'canvas' )
        canvas.width = texture.image.width;
        canvas.height = texture.image.height;

        var context = canvas.getContext( '2d' );
        context.drawImage( texture.image, 0, 0 );

        _imagedatas[ texture.id ] = context.getImageData( 0, 0, texture.image.width, texture.image.height ).data;

      }

      var data = _imagedatas[ texture.id ];
      var index = ( Math.floor( u0 ) + Math.floor( v0 ) * texture.image.width ) * 4;

      _color.setRGB( data[ index ] / 255, data[ index + 1 ] / 255, data[ index + 2 ] / 255 );
      fillPath( _color );

      return;

    }

    idet = 1 / det;

    a = ( v2 * x1 - v1 * x2 ) * idet;
    b = ( v2 * y1 - v1 * y2 ) * idet;
    c = ( u1 * x2 - u2 * x1 ) * idet;
    d = ( u1 * y2 - u2 * y1 ) * idet;

    e = x0 - a * u0 - c * v0;
    f = y0 - b * u0 - d * v0;

    _context.save();
    _context.transform( a, b, c, d, e, f );
    _context.fill();
    _context.restore();

  }

  function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) {

    // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120

    var a, b, c, d, e, f, det, idet,
    width = image.width - 1,
    height = image.height - 1;

    u0 *= width; v0 *= height;
    u1 *= width; v1 *= height;
    u2 *= width; v2 *= height;

    x1 -= x0; y1 -= y0;
    x2 -= x0; y2 -= y0;

    u1 -= u0; v1 -= v0;
    u2 -= u0; v2 -= v0;

    det = u1 * v2 - u2 * v1;

    idet = 1 / det;

    a = ( v2 * x1 - v1 * x2 ) * idet;
    b = ( v2 * y1 - v1 * y2 ) * idet;
    c = ( u1 * x2 - u2 * x1 ) * idet;
    d = ( u1 * y2 - u2 * y1 ) * idet;

    e = x0 - a * u0 - c * v0;
    f = y0 - b * u0 - d * v0;

    _context.save();
    _context.transform( a, b, c, d, e, f );
    _context.clip();
    _context.drawImage( image, 0, 0 );
    _context.restore();

  }

  function getGradientTexture( color1, color2, color3, color4 ) {

    // http://mrdoob.com/blog/post/710

    _pixelMapData[ 0 ] = ( color1.r * 255 ) | 0;
    _pixelMapData[ 1 ] = ( color1.g * 255 ) | 0;
    _pixelMapData[ 2 ] = ( color1.b * 255 ) | 0;

    _pixelMapData[ 4 ] = ( color2.r * 255 ) | 0;
    _pixelMapData[ 5 ] = ( color2.g * 255 ) | 0;
    _pixelMapData[ 6 ] = ( color2.b * 255 ) | 0;

    _pixelMapData[ 8 ] = ( color3.r * 255 ) | 0;
    _pixelMapData[ 9 ] = ( color3.g * 255 ) | 0;
    _pixelMapData[ 10 ] = ( color3.b * 255 ) | 0;

    _pixelMapData[ 12 ] = ( color4.r * 255 ) | 0;
    _pixelMapData[ 13 ] = ( color4.g * 255 ) | 0;
    _pixelMapData[ 14 ] = ( color4.b * 255 ) | 0;

    _pixelMapContext.putImageData( _pixelMapImage, 0, 0 );
    _gradientMapContext.drawImage( _pixelMap, 0, 0 );

    return _gradientMap;

  }

  // Hide anti-alias gaps

  function expand( v1, v2, pixels ) {

    var x = v2.x - v1.x, y = v2.y - v1.y,
    det = x * x + y * y, idet;

    if ( det === 0 ) return;

    idet = pixels / Math.sqrt( det );

    x *= idet; y *= idet;

    v2.x += x; v2.y += y;
    v1.x -= x; v1.y -= y;

  }

  // Context cached methods.

  function setOpacity( value ) {

    if ( _contextGlobalAlpha !== value ) {

      _context.globalAlpha = value;
      _contextGlobalAlpha = value;

    }

  }

  function setBlending( value ) {

    if ( _contextGlobalCompositeOperation !== value ) {

      if ( value === THREE.NormalBlending ) {

        _context.globalCompositeOperation = 'source-over';

      } else if ( value === THREE.AdditiveBlending ) {

        _context.globalCompositeOperation = 'lighter';

      } else if ( value === THREE.SubtractiveBlending ) {

        _context.globalCompositeOperation = 'darker';

      }

      _contextGlobalCompositeOperation = value;

    }

  }

  function setLineWidth( value ) {

    if ( _contextLineWidth !== value ) {

      _context.lineWidth = value;
      _contextLineWidth = value;

    }

  }

  function setLineCap( value ) {

    // "butt", "round", "square"

    if ( _contextLineCap !== value ) {

      _context.lineCap = value;
      _contextLineCap = value;

    }

  }

  function setLineJoin( value ) {

    // "round", "bevel", "miter"

    if ( _contextLineJoin !== value ) {

      _context.lineJoin = value;
      _contextLineJoin = value;

    }

  }

  function setStrokeStyle( value ) {

    if ( _contextStrokeStyle !== value ) {

      _context.strokeStyle = value;
      _contextStrokeStyle = value;

    }

  }

  function setFillStyle( value ) {

    if ( _contextFillStyle !== value ) {

      _context.fillStyle = value;
      _contextFillStyle = value;

    }

  }

  function setDashAndGap( dashSizeValue, gapSizeValue ) {

    if ( _contextDashSize !== dashSizeValue || _contextGapSize !== gapSizeValue ) {

      _context.setLineDash( [ dashSizeValue, gapSizeValue ] );
      _contextDashSize = dashSizeValue;
      _contextGapSize = gapSizeValue;

    }

  }

};

/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 * @author mikael emtinger / http://gomo.se/
 */

THREE.ShaderChunk = {

  // FOG

  fog_pars_fragment: [

    "#ifdef USE_FOG",

      "uniform vec3 fogColor;",

      "#ifdef FOG_EXP2",

        "uniform float fogDensity;",

      "#else",

        "uniform float fogNear;",
        "uniform float fogFar;",

      "#endif",

    "#endif"

  ].join("\n"),

  fog_fragment: [

    "#ifdef USE_FOG",

      "float depth = gl_FragCoord.z / gl_FragCoord.w;",

      "#ifdef FOG_EXP2",

        "const float LOG2 = 1.442695;",
        "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
        "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",

      "#else",

        "float fogFactor = smoothstep( fogNear, fogFar, depth );",

      "#endif",

      "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",

    "#endif"

  ].join("\n"),

  // ENVIRONMENT MAP

  envmap_pars_fragment: [

    "#ifdef USE_ENVMAP",

      "uniform float reflectivity;",
      "uniform samplerCube envMap;",
      "uniform float flipEnvMap;",
      "uniform int combine;",

      "#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",

        "uniform bool useRefract;",
        "uniform float refractionRatio;",

      "#else",

        "varying vec3 vReflect;",

      "#endif",

    "#endif"

  ].join("\n"),

  envmap_fragment: [

    "#ifdef USE_ENVMAP",

      "vec3 reflectVec;",

      "#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",

        "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",

        "if ( useRefract ) {",

          "reflectVec = refract( cameraToVertex, normal, refractionRatio );",

        "} else { ",

          "reflectVec = reflect( cameraToVertex, normal );",

        "}",

      "#else",

        "reflectVec = vReflect;",

      "#endif",

      "#ifdef DOUBLE_SIDED",

        "float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
        "vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",

      "#else",

        "vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",

      "#endif",

      "#ifdef GAMMA_INPUT",

        "cubeColor.xyz *= cubeColor.xyz;",

      "#endif",

      "if ( combine == 1 ) {",

        "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",

      "} else if ( combine == 2 ) {",

        "gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;",

      "} else {",

        "gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",

      "}",

    "#endif"

  ].join("\n"),

  envmap_pars_vertex: [

    "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",

      "varying vec3 vReflect;",

      "uniform float refractionRatio;",
      "uniform bool useRefract;",

    "#endif"

  ].join("\n"),

  worldpos_vertex : [

    "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )",

      "#ifdef USE_SKINNING",

        "vec4 worldPosition = modelMatrix * skinned;",

      "#endif",

      "#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",

        "vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",

      "#endif",

      "#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",

        "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",

      "#endif",

    "#endif"

  ].join("\n"),

  envmap_vertex : [

    "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",

      "vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;",
      "worldNormal = normalize( worldNormal );",

      "vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );",

      "if ( useRefract ) {",

        "vReflect = refract( cameraToVertex, worldNormal, refractionRatio );",

      "} else {",

        "vReflect = reflect( cameraToVertex, worldNormal );",

      "}",

    "#endif"

  ].join("\n"),

  // COLOR MAP (particles)

  map_particle_pars_fragment: [

    "#ifdef USE_MAP",

      "uniform sampler2D map;",

    "#endif"

  ].join("\n"),


  map_particle_fragment: [

    "#ifdef USE_MAP",

      "gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );",

    "#endif"

  ].join("\n"),

  // COLOR MAP (triangles)

  map_pars_vertex: [

    "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",

      "varying vec2 vUv;",
      "uniform vec4 offsetRepeat;",

    "#endif"

  ].join("\n"),

  map_pars_fragment: [

    "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",

      "varying vec2 vUv;",

    "#endif",

    "#ifdef USE_MAP",

      "uniform sampler2D map;",

    "#endif"

  ].join("\n"),

  map_vertex: [

    "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",

      "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",

    "#endif"

  ].join("\n"),

  map_fragment: [

    "#ifdef USE_MAP",

      "vec4 texelColor = texture2D( map, vUv );",

      "#ifdef GAMMA_INPUT",

        "texelColor.xyz *= texelColor.xyz;",

      "#endif",

      "gl_FragColor = gl_FragColor * texelColor;",

    "#endif"

  ].join("\n"),

  // LIGHT MAP

  lightmap_pars_fragment: [

    "#ifdef USE_LIGHTMAP",

      "varying vec2 vUv2;",
      "uniform sampler2D lightMap;",

    "#endif"

  ].join("\n"),

  lightmap_pars_vertex: [

    "#ifdef USE_LIGHTMAP",

      "varying vec2 vUv2;",

    "#endif"

  ].join("\n"),

  lightmap_fragment: [

    "#ifdef USE_LIGHTMAP",

      "gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",

    "#endif"

  ].join("\n"),

  lightmap_vertex: [

    "#ifdef USE_LIGHTMAP",

      "vUv2 = uv2;",

    "#endif"

  ].join("\n"),

  // BUMP MAP

  bumpmap_pars_fragment: [

    "#ifdef USE_BUMPMAP",

      "uniform sampler2D bumpMap;",
      "uniform float bumpScale;",

      // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
      //  http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html

      // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)

      "vec2 dHdxy_fwd() {",

        "vec2 dSTdx = dFdx( vUv );",
        "vec2 dSTdy = dFdy( vUv );",

        "float Hll = bumpScale * texture2D( bumpMap, vUv ).x;",
        "float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;",
        "float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;",

        "return vec2( dBx, dBy );",

      "}",

      "vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {",

        "vec3 vSigmaX = dFdx( surf_pos );",
        "vec3 vSigmaY = dFdy( surf_pos );",
        "vec3 vN = surf_norm;",   // normalized

        "vec3 R1 = cross( vSigmaY, vN );",
        "vec3 R2 = cross( vN, vSigmaX );",

        "float fDet = dot( vSigmaX, R1 );",

        "vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );",
        "return normalize( abs( fDet ) * surf_norm - vGrad );",

      "}",

    "#endif"

  ].join("\n"),

  // NORMAL MAP

  normalmap_pars_fragment: [

    "#ifdef USE_NORMALMAP",

      "uniform sampler2D normalMap;",
      "uniform vec2 normalScale;",

      // Per-Pixel Tangent Space Normal Mapping
      // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html

      "vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {",

        "vec3 q0 = dFdx( eye_pos.xyz );",
        "vec3 q1 = dFdy( eye_pos.xyz );",
        "vec2 st0 = dFdx( vUv.st );",
        "vec2 st1 = dFdy( vUv.st );",

        "vec3 S = normalize(  q0 * st1.t - q1 * st0.t );",
        "vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
        "vec3 N = normalize( surf_norm );",

        "vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;",
        "mapN.xy = normalScale * mapN.xy;",
        "mat3 tsn = mat3( S, T, N );",
        "return normalize( tsn * mapN );",

      "}",

    "#endif"

  ].join("\n"),

  // SPECULAR MAP

  specularmap_pars_fragment: [

    "#ifdef USE_SPECULARMAP",

      "uniform sampler2D specularMap;",

    "#endif"

  ].join("\n"),

  specularmap_fragment: [

    "float specularStrength;",

    "#ifdef USE_SPECULARMAP",

      "vec4 texelSpecular = texture2D( specularMap, vUv );",
      "specularStrength = texelSpecular.r;",

    "#else",

      "specularStrength = 1.0;",

    "#endif"

  ].join("\n"),

  // LIGHTS LAMBERT

  lights_lambert_pars_vertex: [

    "uniform vec3 ambient;",
    "uniform vec3 diffuse;",
    "uniform vec3 emissive;",

    "uniform vec3 ambientLightColor;",

    "#if MAX_DIR_LIGHTS > 0",

      "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
      "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",

    "#endif",

    "#if MAX_HEMI_LIGHTS > 0",

      "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
      "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
      "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",

    "#endif",

    "#if MAX_POINT_LIGHTS > 0",

      "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
      "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
      "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",

    "#endif",

    "#if MAX_SPOT_LIGHTS > 0",

      "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
      "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
      "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
      "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
      "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
      "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",

    "#endif",

    "#ifdef WRAP_AROUND",

      "uniform vec3 wrapRGB;",

    "#endif"

  ].join("\n"),

  lights_lambert_vertex: [

    "vLightFront = vec3( 0.0 );",

    "#ifdef DOUBLE_SIDED",

      "vLightBack = vec3( 0.0 );",

    "#endif",

    "transformedNormal = normalize( transformedNormal );",

    "#if MAX_DIR_LIGHTS > 0",

    "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",

      "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
      "vec3 dirVector = normalize( lDirection.xyz );",

      "float dotProduct = dot( transformedNormal, dirVector );",
      "vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );",

      "#ifdef DOUBLE_SIDED",

        "vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",

        "#ifdef WRAP_AROUND",

          "vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",

        "#endif",

      "#endif",

      "#ifdef WRAP_AROUND",

        "vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
        "directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );",

        "#ifdef DOUBLE_SIDED",

          "directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );",

        "#endif",

      "#endif",

      "vLightFront += directionalLightColor[ i ] * directionalLightWeighting;",

      "#ifdef DOUBLE_SIDED",

        "vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;",

      "#endif",

    "}",

    "#endif",

    "#if MAX_POINT_LIGHTS > 0",

      "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",

        "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
        "vec3 lVector = lPosition.xyz - mvPosition.xyz;",

        "float lDistance = 1.0;",
        "if ( pointLightDistance[ i ] > 0.0 )",
          "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",

        "lVector = normalize( lVector );",
        "float dotProduct = dot( transformedNormal, lVector );",

        "vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );",

        "#ifdef DOUBLE_SIDED",

          "vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",

          "#ifdef WRAP_AROUND",

            "vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",

          "#endif",

        "#endif",

        "#ifdef WRAP_AROUND",

          "vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
          "pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );",

          "#ifdef DOUBLE_SIDED",

            "pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );",

          "#endif",

        "#endif",

        "vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;",

        "#ifdef DOUBLE_SIDED",

          "vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;",

        "#endif",

      "}",

    "#endif",

    "#if MAX_SPOT_LIGHTS > 0",

      "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",

        "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
        "vec3 lVector = lPosition.xyz - mvPosition.xyz;",

        "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",

        "if ( spotEffect > spotLightAngleCos[ i ] ) {",

          "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",

          "float lDistance = 1.0;",
          "if ( spotLightDistance[ i ] > 0.0 )",
            "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",

          "lVector = normalize( lVector );",

          "float dotProduct = dot( transformedNormal, lVector );",
          "vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );",

          "#ifdef DOUBLE_SIDED",

            "vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",

            "#ifdef WRAP_AROUND",

              "vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",

            "#endif",

          "#endif",

          "#ifdef WRAP_AROUND",

            "vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
            "spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );",

            "#ifdef DOUBLE_SIDED",

              "spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );",

            "#endif",

          "#endif",

          "vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;",

          "#ifdef DOUBLE_SIDED",

            "vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;",

          "#endif",

        "}",

      "}",

    "#endif",

    "#if MAX_HEMI_LIGHTS > 0",

      "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",

        "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
        "vec3 lVector = normalize( lDirection.xyz );",

        "float dotProduct = dot( transformedNormal, lVector );",

        "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
        "float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;",

        "vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",

        "#ifdef DOUBLE_SIDED",

          "vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );",

        "#endif",

      "}",

    "#endif",

    "vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;",

    "#ifdef DOUBLE_SIDED",

      "vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;",

    "#endif"

  ].join("\n"),

  // LIGHTS PHONG

  lights_phong_pars_vertex: [

    "#ifndef PHONG_PER_PIXEL",

    "#if MAX_POINT_LIGHTS > 0",

      "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
      "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",

      "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",

    "#endif",

    "#if MAX_SPOT_LIGHTS > 0",

      "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
      "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",

      "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",

    "#endif",

    "#endif",

    "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",

      "varying vec3 vWorldPosition;",

    "#endif"

  ].join("\n"),


  lights_phong_vertex: [

    "#ifndef PHONG_PER_PIXEL",

    "#if MAX_POINT_LIGHTS > 0",

      "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",

        "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
        "vec3 lVector = lPosition.xyz - mvPosition.xyz;",

        "float lDistance = 1.0;",
        "if ( pointLightDistance[ i ] > 0.0 )",
          "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",

        "vPointLight[ i ] = vec4( lVector, lDistance );",

      "}",

    "#endif",

    "#if MAX_SPOT_LIGHTS > 0",

      "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",

        "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
        "vec3 lVector = lPosition.xyz - mvPosition.xyz;",

        "float lDistance = 1.0;",
        "if ( spotLightDistance[ i ] > 0.0 )",
          "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",

        "vSpotLight[ i ] = vec4( lVector, lDistance );",

      "}",

    "#endif",

    "#endif",

    "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",

      "vWorldPosition = worldPosition.xyz;",

    "#endif"

  ].join("\n"),

  lights_phong_pars_fragment: [

    "uniform vec3 ambientLightColor;",

    "#if MAX_DIR_LIGHTS > 0",

      "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
      "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",

    "#endif",

    "#if MAX_HEMI_LIGHTS > 0",

      "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
      "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
      "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",

    "#endif",

    "#if MAX_POINT_LIGHTS > 0",

      "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",

      "#ifdef PHONG_PER_PIXEL",

        "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
        "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",

      "#else",

        "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",

      "#endif",

    "#endif",

    "#if MAX_SPOT_LIGHTS > 0",

      "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
      "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
      "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
      "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
      "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",

      "#ifdef PHONG_PER_PIXEL",

        "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",

      "#else",

        "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",

      "#endif",

    "#endif",

    "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",

      "varying vec3 vWorldPosition;",

    "#endif",

    "#ifdef WRAP_AROUND",

      "uniform vec3 wrapRGB;",

    "#endif",

    "varying vec3 vViewPosition;",
    "varying vec3 vNormal;"

  ].join("\n"),

  lights_phong_fragment: [

    "vec3 normal = normalize( vNormal );",
    "vec3 viewPosition = normalize( vViewPosition );",

    "#ifdef DOUBLE_SIDED",

      "normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",

    "#endif",

    "#ifdef USE_NORMALMAP",

      "normal = perturbNormal2Arb( -vViewPosition, normal );",

    "#elif defined( USE_BUMPMAP )",

      "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",

    "#endif",

    "#if MAX_POINT_LIGHTS > 0",

      "vec3 pointDiffuse  = vec3( 0.0 );",
      "vec3 pointSpecular = vec3( 0.0 );",

      "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",

        "#ifdef PHONG_PER_PIXEL",

          "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
          "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",

          "float lDistance = 1.0;",
          "if ( pointLightDistance[ i ] > 0.0 )",
            "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",

          "lVector = normalize( lVector );",

        "#else",

          "vec3 lVector = normalize( vPointLight[ i ].xyz );",
          "float lDistance = vPointLight[ i ].w;",

        "#endif",

        // diffuse

        "float dotProduct = dot( normal, lVector );",

        "#ifdef WRAP_AROUND",

          "float pointDiffuseWeightFull = max( dotProduct, 0.0 );",
          "float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",

          "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",

        "#else",

          "float pointDiffuseWeight = max( dotProduct, 0.0 );",

        "#endif",

        "pointDiffuse  += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",

        // specular

        "vec3 pointHalfVector = normalize( lVector + viewPosition );",
        "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
        "float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );",

        "#ifdef PHYSICALLY_BASED_SHADING",

          // 2.0 => 2.0001 is hack to work around ANGLE bug

          "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",

          "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );",
          "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",

        "#else",

          "pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;",

        "#endif",

      "}",

    "#endif",

    "#if MAX_SPOT_LIGHTS > 0",

      "vec3 spotDiffuse  = vec3( 0.0 );",
      "vec3 spotSpecular = vec3( 0.0 );",

      "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",

        "#ifdef PHONG_PER_PIXEL",

          "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
          "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",

          "float lDistance = 1.0;",
          "if ( spotLightDistance[ i ] > 0.0 )",
            "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",

          "lVector = normalize( lVector );",

        "#else",

          "vec3 lVector = normalize( vSpotLight[ i ].xyz );",
          "float lDistance = vSpotLight[ i ].w;",

        "#endif",

        "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",

        "if ( spotEffect > spotLightAngleCos[ i ] ) {",

          "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",

          // diffuse

          "float dotProduct = dot( normal, lVector );",

          "#ifdef WRAP_AROUND",

            "float spotDiffuseWeightFull = max( dotProduct, 0.0 );",
            "float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",

            "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",

          "#else",

            "float spotDiffuseWeight = max( dotProduct, 0.0 );",

          "#endif",

          "spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;",

          // specular

          "vec3 spotHalfVector = normalize( lVector + viewPosition );",
          "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
          "float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );",

          "#ifdef PHYSICALLY_BASED_SHADING",

            // 2.0 => 2.0001 is hack to work around ANGLE bug

            "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",

            "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );",
            "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;",

          "#else",

            "spotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;",

          "#endif",

        "}",

      "}",

    "#endif",

    "#if MAX_DIR_LIGHTS > 0",

      "vec3 dirDiffuse  = vec3( 0.0 );",
      "vec3 dirSpecular = vec3( 0.0 );" ,

      "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",

        "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
        "vec3 dirVector = normalize( lDirection.xyz );",

        // diffuse

        "float dotProduct = dot( normal, dirVector );",

        "#ifdef WRAP_AROUND",

          "float dirDiffuseWeightFull = max( dotProduct, 0.0 );",
          "float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",

          "vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",

        "#else",

          "float dirDiffuseWeight = max( dotProduct, 0.0 );",

        "#endif",

        "dirDiffuse  += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",

        // specular

        "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
        "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
        "float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );",

        "#ifdef PHYSICALLY_BASED_SHADING",

          /*
          // fresnel term from skin shader
          "const float F0 = 0.128;",

          "float base = 1.0 - dot( viewPosition, dirHalfVector );",
          "float exponential = pow( base, 5.0 );",

          "float fresnel = exponential + F0 * ( 1.0 - exponential );",
          */

          /*
          // fresnel term from fresnel shader
          "const float mFresnelBias = 0.08;",
          "const float mFresnelScale = 0.3;",
          "const float mFresnelPower = 5.0;",

          "float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
          */

          // 2.0 => 2.0001 is hack to work around ANGLE bug

          "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",

          //"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",

          "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
          "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",

        "#else",

          "dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;",

        "#endif",

      "}",

    "#endif",

    "#if MAX_HEMI_LIGHTS > 0",

      "vec3 hemiDiffuse  = vec3( 0.0 );",
      "vec3 hemiSpecular = vec3( 0.0 );" ,

      "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",

        "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
        "vec3 lVector = normalize( lDirection.xyz );",

        // diffuse

        "float dotProduct = dot( normal, lVector );",
        "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",

        "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",

        "hemiDiffuse += diffuse * hemiColor;",

        // specular (sky light)

        "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
        "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
        "float hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",

        // specular (ground light)

        "vec3 lVectorGround = -lVector;",

        "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
        "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
        "float hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",

        "#ifdef PHYSICALLY_BASED_SHADING",

          "float dotProductGround = dot( normal, lVectorGround );",

          // 2.0 => 2.0001 is hack to work around ANGLE bug

          "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",

          "vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
          "vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
          "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",

        "#else",

          "hemiSpecular += specular * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",

        "#endif",

      "}",

    "#endif",

    "vec3 totalDiffuse = vec3( 0.0 );",
    "vec3 totalSpecular = vec3( 0.0 );",

    "#if MAX_DIR_LIGHTS > 0",

      "totalDiffuse += dirDiffuse;",
      "totalSpecular += dirSpecular;",

    "#endif",

    "#if MAX_HEMI_LIGHTS > 0",

      "totalDiffuse += hemiDiffuse;",
      "totalSpecular += hemiSpecular;",

    "#endif",

    "#if MAX_POINT_LIGHTS > 0",

      "totalDiffuse += pointDiffuse;",
      "totalSpecular += pointSpecular;",

    "#endif",

    "#if MAX_SPOT_LIGHTS > 0",

      "totalDiffuse += spotDiffuse;",
      "totalSpecular += spotSpecular;",

    "#endif",

    "#ifdef METAL",

      "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );",

    "#else",

      "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",

    "#endif"

  ].join("\n"),

  // VERTEX COLORS

  color_pars_fragment: [

    "#ifdef USE_COLOR",

      "varying vec3 vColor;",

    "#endif"

  ].join("\n"),


  color_fragment: [

    "#ifdef USE_COLOR",

      "gl_FragColor = gl_FragColor * vec4( vColor, opacity );",

    "#endif"

  ].join("\n"),

  color_pars_vertex: [

    "#ifdef USE_COLOR",

      "varying vec3 vColor;",

    "#endif"

  ].join("\n"),


  color_vertex: [

    "#ifdef USE_COLOR",

      "#ifdef GAMMA_INPUT",

        "vColor = color * color;",

      "#else",

        "vColor = color;",

      "#endif",

    "#endif"

  ].join("\n"),

  // SKINNING

  skinning_pars_vertex: [

    "#ifdef USE_SKINNING",

      "#ifdef BONE_TEXTURE",

        "uniform sampler2D boneTexture;",

        "mat4 getBoneMatrix( const in float i ) {",

          "float j = i * 4.0;",
          "float x = mod( j, N_BONE_PIXEL_X );",
          "float y = floor( j / N_BONE_PIXEL_X );",

          "const float dx = 1.0 / N_BONE_PIXEL_X;",
          "const float dy = 1.0 / N_BONE_PIXEL_Y;",

          "y = dy * ( y + 0.5 );",

          "vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );",
          "vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );",
          "vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );",
          "vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );",

          "mat4 bone = mat4( v1, v2, v3, v4 );",

          "return bone;",

        "}",

      "#else",

        "uniform mat4 boneGlobalMatrices[ MAX_BONES ];",

        "mat4 getBoneMatrix( const in float i ) {",

          "mat4 bone = boneGlobalMatrices[ int(i) ];",
          "return bone;",

        "}",

      "#endif",

    "#endif"

  ].join("\n"),

  skinbase_vertex: [

    "#ifdef USE_SKINNING",

      "mat4 boneMatX = getBoneMatrix( skinIndex.x );",
      "mat4 boneMatY = getBoneMatrix( skinIndex.y );",

    "#endif"

  ].join("\n"),

  skinning_vertex: [

    "#ifdef USE_SKINNING",

      "#ifdef USE_MORPHTARGETS",

      "vec4 skinVertex = vec4( morphed, 1.0 );",

      "#else",

      "vec4 skinVertex = vec4( position, 1.0 );",

      "#endif",

      "vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
      "skinned    += boneMatY * skinVertex * skinWeight.y;",

    "#endif"

  ].join("\n"),

  // MORPHING

  morphtarget_pars_vertex: [

    "#ifdef USE_MORPHTARGETS",

      "#ifndef USE_MORPHNORMALS",

      "uniform float morphTargetInfluences[ 8 ];",

      "#else",

      "uniform float morphTargetInfluences[ 4 ];",

      "#endif",

    "#endif"

  ].join("\n"),

  morphtarget_vertex: [

    "#ifdef USE_MORPHTARGETS",

      "vec3 morphed = vec3( 0.0 );",
      "morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
      "morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
      "morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
      "morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",

      "#ifndef USE_MORPHNORMALS",

      "morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
      "morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
      "morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
      "morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",

      "#endif",

      "morphed += position;",

    "#endif"

  ].join("\n"),

  default_vertex : [

    "vec4 mvPosition;",

    "#ifdef USE_SKINNING",

      "mvPosition = modelViewMatrix * skinned;",

    "#endif",

    "#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )",

      "mvPosition = modelViewMatrix * vec4( morphed, 1.0 );",

    "#endif",

    "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )",

      "mvPosition = modelViewMatrix * vec4( position, 1.0 );",

    "#endif",

    "gl_Position = projectionMatrix * mvPosition;"

  ].join("\n"),

  morphnormal_vertex: [

    "#ifdef USE_MORPHNORMALS",

      "vec3 morphedNormal = vec3( 0.0 );",

      "morphedNormal +=  ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];",
      "morphedNormal +=  ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];",
      "morphedNormal +=  ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];",
      "morphedNormal +=  ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];",

      "morphedNormal += normal;",

    "#endif"

  ].join("\n"),

  skinnormal_vertex: [

    "#ifdef USE_SKINNING",

      "mat4 skinMatrix = skinWeight.x * boneMatX;",
      "skinMatrix   += skinWeight.y * boneMatY;",

      "#ifdef USE_MORPHNORMALS",

      "vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );",

      "#else",

      "vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );",

      "#endif",

    "#endif"

  ].join("\n"),

  defaultnormal_vertex: [

    "vec3 objectNormal;",

    "#ifdef USE_SKINNING",

      "objectNormal = skinnedNormal.xyz;",

    "#endif",

    "#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",

      "objectNormal = morphedNormal;",

    "#endif",

    "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",

      "objectNormal = normal;",

    "#endif",

    "#ifdef FLIP_SIDED",

      "objectNormal = -objectNormal;",

    "#endif",

    "vec3 transformedNormal = normalMatrix * objectNormal;"

  ].join("\n"),

  // SHADOW MAP

  // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
  //  http://spidergl.org/example.php?id=6
  //  http://fabiensanglard.net/shadowmapping

  shadowmap_pars_fragment: [

    "#ifdef USE_SHADOWMAP",

      "uniform sampler2D shadowMap[ MAX_SHADOWS ];",
      "uniform vec2 shadowMapSize[ MAX_SHADOWS ];",

      "uniform float shadowDarkness[ MAX_SHADOWS ];",
      "uniform float shadowBias[ MAX_SHADOWS ];",

      "varying vec4 vShadowCoord[ MAX_SHADOWS ];",

      "float unpackDepth( const in vec4 rgba_depth ) {",

        "const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
        "float depth = dot( rgba_depth, bit_shift );",
        "return depth;",

      "}",

    "#endif"

  ].join("\n"),

  shadowmap_fragment: [

    "#ifdef USE_SHADOWMAP",

      "#ifdef SHADOWMAP_DEBUG",

        "vec3 frustumColors[3];",
        "frustumColors[0] = vec3( 1.0, 0.5, 0.0 );",
        "frustumColors[1] = vec3( 0.0, 1.0, 0.8 );",
        "frustumColors[2] = vec3( 0.0, 0.5, 1.0 );",

      "#endif",

      "#ifdef SHADOWMAP_CASCADE",

        "int inFrustumCount = 0;",

      "#endif",

      "float fDepth;",
      "vec3 shadowColor = vec3( 1.0 );",

      "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",

        "vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",

        // "if ( something && something )"     breaks ATI OpenGL shader compiler
        // "if ( all( something, something ) )"  using this instead

        "bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",
        "bool inFrustum = all( inFrustumVec );",

        // don't shadow pixels outside of light frustum
        // use just first frustum (for cascades)
        // don't shadow pixels behind far plane of light frustum

        "#ifdef SHADOWMAP_CASCADE",

          "inFrustumCount += int( inFrustum );",
          "bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );",

        "#else",

          "bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );",

        "#endif",

        "bool frustumTest = all( frustumTestVec );",

        "if ( frustumTest ) {",

          "shadowCoord.z += shadowBias[ i ];",

          "#if defined( SHADOWMAP_TYPE_PCF )",

            // Percentage-close filtering
            // (9 pixel kernel)
            // http://fabiensanglard.net/shadowmappingPCF/

            "float shadow = 0.0;",

            /*
            // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
            // must enroll loop manually

            "for ( float y = -1.25; y <= 1.25; y += 1.25 )",
              "for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",

                "vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",

                // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
                //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",

                "float fDepth = unpackDepth( rgbaDepth );",

                "if ( fDepth < shadowCoord.z )",
                  "shadow += 1.0;",

            "}",

            "shadow /= 9.0;",

            */

            "const float shadowDelta = 1.0 / 9.0;",

            "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
            "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",

            "float dx0 = -1.25 * xPixelOffset;",
            "float dy0 = -1.25 * yPixelOffset;",
            "float dx1 = 1.25 * xPixelOffset;",
            "float dy1 = 1.25 * yPixelOffset;",

            "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
            "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

            "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
            "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

            "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
            "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

            "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
            "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

            "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
            "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

            "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
            "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

            "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
            "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

            "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
            "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

            "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
            "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

            "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",

          "#elif defined( SHADOWMAP_TYPE_PCF_SOFT )",

            // Percentage-close filtering
            // (9 pixel kernel)
            // http://fabiensanglard.net/shadowmappingPCF/

            "float shadow = 0.0;",

            "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
            "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",

            "float dx0 = -1.0 * xPixelOffset;",
            "float dy0 = -1.0 * yPixelOffset;",
            "float dx1 = 1.0 * xPixelOffset;",
            "float dy1 = 1.0 * yPixelOffset;",

            "mat3 shadowKernel;",
            "mat3 depthKernel;",

            "depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
            "depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
            "depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
            "depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
            "depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
            "depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
            "depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
            "depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
            "depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",

            "vec3 shadowZ = vec3( shadowCoord.z );",
            "shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));",
            "shadowKernel[0] *= vec3(0.25);",
                          
            "shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));",
            "shadowKernel[1] *= vec3(0.25);",

            "shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));",
            "shadowKernel[2] *= vec3(0.25);",

            "vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );",

            "shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );",
            "shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );",

            "vec4 shadowValues;",
            "shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );",
            "shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );",
            "shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );",
            "shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );",

            "shadow = dot( shadowValues, vec4( 1.0 ) );",

            "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",

          "#else",

            "vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
            "float fDepth = unpackDepth( rgbaDepth );",

            "if ( fDepth < shadowCoord.z )",

              // spot with multiple shadows is darker

              "shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );",

              // spot with multiple shadows has the same color as single shadow spot

              //"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );",

          "#endif",

        "}",


        "#ifdef SHADOWMAP_DEBUG",

          "#ifdef SHADOWMAP_CASCADE",

            "if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];",

          "#else",

            "if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];",

          "#endif",

        "#endif",

      "}",

      "#ifdef GAMMA_OUTPUT",

        "shadowColor *= shadowColor;",

      "#endif",

      "gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",

    "#endif"

  ].join("\n"),

  shadowmap_pars_vertex: [

    "#ifdef USE_SHADOWMAP",

      "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
      "uniform mat4 shadowMatrix[ MAX_SHADOWS ];",

    "#endif"

  ].join("\n"),

  shadowmap_vertex: [

    "#ifdef USE_SHADOWMAP",

      "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",

        "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",

      "}",

    "#endif"

  ].join("\n"),

  // ALPHATEST

  alphatest_fragment: [

    "#ifdef ALPHATEST",

      "if ( gl_FragColor.a < ALPHATEST ) discard;",

    "#endif"

  ].join("\n"),

  // LINEAR SPACE

  linear_to_gamma_fragment: [

    "#ifdef GAMMA_OUTPUT",

      "gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",

    "#endif"

  ].join("\n")


};

THREE.UniformsUtils = {

  merge: function ( uniforms ) {

    var u, p, tmp, merged = {};

    for ( u = 0; u < uniforms.length; u ++ ) {

      tmp = this.clone( uniforms[ u ] );

      for ( p in tmp ) {

        merged[ p ] = tmp[ p ];

      }

    }

    return merged;

  },

  clone: function ( uniforms_src ) {

    var u, p, parameter, parameter_src, uniforms_dst = {};

    for ( u in uniforms_src ) {

      uniforms_dst[ u ] = {};

      for ( p in uniforms_src[ u ] ) {

        parameter_src = uniforms_src[ u ][ p ];

        if ( parameter_src instanceof THREE.Color ||
           parameter_src instanceof THREE.Vector2 ||
           parameter_src instanceof THREE.Vector3 ||
           parameter_src instanceof THREE.Vector4 ||
           parameter_src instanceof THREE.Matrix4 ||
           parameter_src instanceof THREE.Texture ) {

          uniforms_dst[ u ][ p ] = parameter_src.clone();

        } else if ( parameter_src instanceof Array ) {

          uniforms_dst[ u ][ p ] = parameter_src.slice();

        } else {

          uniforms_dst[ u ][ p ] = parameter_src;

        }

      }

    }

    return uniforms_dst;

  }

};

THREE.UniformsLib = {

  common: {

    "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
    "opacity" : { type: "f", value: 1.0 },

    "map" : { type: "t", value: null },
    "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },

    "lightMap" : { type: "t", value: null },
    "specularMap" : { type: "t", value: null },

    "envMap" : { type: "t", value: null },
    "flipEnvMap" : { type: "f", value: -1 },
    "useRefract" : { type: "i", value: 0 },
    "reflectivity" : { type: "f", value: 1.0 },
    "refractionRatio" : { type: "f", value: 0.98 },
    "combine" : { type: "i", value: 0 },

    "morphTargetInfluences" : { type: "f", value: 0 }

  },

  bump: {

    "bumpMap" : { type: "t", value: null },
    "bumpScale" : { type: "f", value: 1 }

  },

  normalmap: {

    "normalMap" : { type: "t", value: null },
    "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
  },

  fog : {

    "fogDensity" : { type: "f", value: 0.00025 },
    "fogNear" : { type: "f", value: 1 },
    "fogFar" : { type: "f", value: 2000 },
    "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }

  },

  lights: {

    "ambientLightColor" : { type: "fv", value: [] },

    "directionalLightDirection" : { type: "fv", value: [] },
    "directionalLightColor" : { type: "fv", value: [] },

    "hemisphereLightDirection" : { type: "fv", value: [] },
    "hemisphereLightSkyColor" : { type: "fv", value: [] },
    "hemisphereLightGroundColor" : { type: "fv", value: [] },

    "pointLightColor" : { type: "fv", value: [] },
    "pointLightPosition" : { type: "fv", value: [] },
    "pointLightDistance" : { type: "fv1", value: [] },

    "spotLightColor" : { type: "fv", value: [] },
    "spotLightPosition" : { type: "fv", value: [] },
    "spotLightDirection" : { type: "fv", value: [] },
    "spotLightDistance" : { type: "fv1", value: [] },
    "spotLightAngleCos" : { type: "fv1", value: [] },
    "spotLightExponent" : { type: "fv1", value: [] }

  },

  particle: {

    "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
    "opacity" : { type: "f", value: 1.0 },
    "size" : { type: "f", value: 1.0 },
    "scale" : { type: "f", value: 1.0 },
    "map" : { type: "t", value: null },

    "fogDensity" : { type: "f", value: 0.00025 },
    "fogNear" : { type: "f", value: 1 },
    "fogFar" : { type: "f", value: 2000 },
    "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }

  },

  shadowmap: {

    "shadowMap": { type: "tv", value: [] },
    "shadowMapSize": { type: "v2v", value: [] },

    "shadowBias" : { type: "fv1", value: [] },
    "shadowDarkness": { type: "fv1", value: [] },

    "shadowMatrix" : { type: "m4v", value: [] }

  }

};

THREE.ShaderLib = {

  'basic': {

    uniforms: THREE.UniformsUtils.merge( [

      THREE.UniformsLib[ "common" ],
      THREE.UniformsLib[ "fog" ],
      THREE.UniformsLib[ "shadowmap" ]

    ] ),

    vertexShader: [

      THREE.ShaderChunk[ "map_pars_vertex" ],
      THREE.ShaderChunk[ "lightmap_pars_vertex" ],
      THREE.ShaderChunk[ "envmap_pars_vertex" ],
      THREE.ShaderChunk[ "color_pars_vertex" ],
      THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
      THREE.ShaderChunk[ "skinning_pars_vertex" ],
      THREE.ShaderChunk[ "shadowmap_pars_vertex" ],

      "void main() {",

        THREE.ShaderChunk[ "map_vertex" ],
        THREE.ShaderChunk[ "lightmap_vertex" ],
        THREE.ShaderChunk[ "color_vertex" ],
        THREE.ShaderChunk[ "skinbase_vertex" ],

        "#ifdef USE_ENVMAP",

        THREE.ShaderChunk[ "morphnormal_vertex" ],
        THREE.ShaderChunk[ "skinnormal_vertex" ],
        THREE.ShaderChunk[ "defaultnormal_vertex" ],

        "#endif",

        THREE.ShaderChunk[ "morphtarget_vertex" ],
        THREE.ShaderChunk[ "skinning_vertex" ],
        THREE.ShaderChunk[ "default_vertex" ],

        THREE.ShaderChunk[ "worldpos_vertex" ],
        THREE.ShaderChunk[ "envmap_vertex" ],
        THREE.ShaderChunk[ "shadowmap_vertex" ],

      "}"

    ].join("\n"),

    fragmentShader: [

      "uniform vec3 diffuse;",
      "uniform float opacity;",

      THREE.ShaderChunk[ "color_pars_fragment" ],
      THREE.ShaderChunk[ "map_pars_fragment" ],
      THREE.ShaderChunk[ "lightmap_pars_fragment" ],
      THREE.ShaderChunk[ "envmap_pars_fragment" ],
      THREE.ShaderChunk[ "fog_pars_fragment" ],
      THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
      THREE.ShaderChunk[ "specularmap_pars_fragment" ],

      "void main() {",

        "gl_FragColor = vec4( diffuse, opacity );",

        THREE.ShaderChunk[ "map_fragment" ],
        THREE.ShaderChunk[ "alphatest_fragment" ],
        THREE.ShaderChunk[ "specularmap_fragment" ],
        THREE.ShaderChunk[ "lightmap_fragment" ],
        THREE.ShaderChunk[ "color_fragment" ],
        THREE.ShaderChunk[ "envmap_fragment" ],
        THREE.ShaderChunk[ "shadowmap_fragment" ],

        THREE.ShaderChunk[ "linear_to_gamma_fragment" ],

        THREE.ShaderChunk[ "fog_fragment" ],

      "}"

    ].join("\n")

  },

  'lambert': {

    uniforms: THREE.UniformsUtils.merge( [

      THREE.UniformsLib[ "common" ],
      THREE.UniformsLib[ "fog" ],
      THREE.UniformsLib[ "lights" ],
      THREE.UniformsLib[ "shadowmap" ],

      {
        "ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
        "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
        "wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
      }

    ] ),

    vertexShader: [

      "#define LAMBERT",

      "varying vec3 vLightFront;",

      "#ifdef DOUBLE_SIDED",

        "varying vec3 vLightBack;",

      "#endif",

      THREE.ShaderChunk[ "map_pars_vertex" ],
      THREE.ShaderChunk[ "lightmap_pars_vertex" ],
      THREE.ShaderChunk[ "envmap_pars_vertex" ],
      THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
      THREE.ShaderChunk[ "color_pars_vertex" ],
      THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
      THREE.ShaderChunk[ "skinning_pars_vertex" ],
      THREE.ShaderChunk[ "shadowmap_pars_vertex" ],

      "void main() {",

        THREE.ShaderChunk[ "map_vertex" ],
        THREE.ShaderChunk[ "lightmap_vertex" ],
        THREE.ShaderChunk[ "color_vertex" ],

        THREE.ShaderChunk[ "morphnormal_vertex" ],
        THREE.ShaderChunk[ "skinbase_vertex" ],
        THREE.ShaderChunk[ "skinnormal_vertex" ],
        THREE.ShaderChunk[ "defaultnormal_vertex" ],

        THREE.ShaderChunk[ "morphtarget_vertex" ],
        THREE.ShaderChunk[ "skinning_vertex" ],
        THREE.ShaderChunk[ "default_vertex" ],

        THREE.ShaderChunk[ "worldpos_vertex" ],
        THREE.ShaderChunk[ "envmap_vertex" ],
        THREE.ShaderChunk[ "lights_lambert_vertex" ],
        THREE.ShaderChunk[ "shadowmap_vertex" ],

      "}"

    ].join("\n"),

    fragmentShader: [

      "uniform float opacity;",

      "varying vec3 vLightFront;",

      "#ifdef DOUBLE_SIDED",

        "varying vec3 vLightBack;",

      "#endif",

      THREE.ShaderChunk[ "color_pars_fragment" ],
      THREE.ShaderChunk[ "map_pars_fragment" ],
      THREE.ShaderChunk[ "lightmap_pars_fragment" ],
      THREE.ShaderChunk[ "envmap_pars_fragment" ],
      THREE.ShaderChunk[ "fog_pars_fragment" ],
      THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
      THREE.ShaderChunk[ "specularmap_pars_fragment" ],

      "void main() {",

        "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",

        THREE.ShaderChunk[ "map_fragment" ],
        THREE.ShaderChunk[ "alphatest_fragment" ],
        THREE.ShaderChunk[ "specularmap_fragment" ],

        "#ifdef DOUBLE_SIDED",

          //"float isFront = float( gl_FrontFacing );",
          //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",

          "if ( gl_FrontFacing )",
            "gl_FragColor.xyz *= vLightFront;",
          "else",
            "gl_FragColor.xyz *= vLightBack;",

        "#else",

          "gl_FragColor.xyz *= vLightFront;",

        "#endif",

        THREE.ShaderChunk[ "lightmap_fragment" ],
        THREE.ShaderChunk[ "color_fragment" ],
        THREE.ShaderChunk[ "envmap_fragment" ],
        THREE.ShaderChunk[ "shadowmap_fragment" ],

        THREE.ShaderChunk[ "linear_to_gamma_fragment" ],

        THREE.ShaderChunk[ "fog_fragment" ],

      "}"

    ].join("\n")

  },

  'phong': {

    uniforms: THREE.UniformsUtils.merge( [

      THREE.UniformsLib[ "common" ],
      THREE.UniformsLib[ "bump" ],
      THREE.UniformsLib[ "normalmap" ],
      THREE.UniformsLib[ "fog" ],
      THREE.UniformsLib[ "lights" ],
      THREE.UniformsLib[ "shadowmap" ],

      {
        "ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
        "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
        "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
        "shininess": { type: "f", value: 30 },
        "wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
      }

    ] ),

    vertexShader: [

      "#define PHONG",

      "varying vec3 vViewPosition;",
      "varying vec3 vNormal;",

      THREE.ShaderChunk[ "map_pars_vertex" ],
      THREE.ShaderChunk[ "lightmap_pars_vertex" ],
      THREE.ShaderChunk[ "envmap_pars_vertex" ],
      THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
      THREE.ShaderChunk[ "color_pars_vertex" ],
      THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
      THREE.ShaderChunk[ "skinning_pars_vertex" ],
      THREE.ShaderChunk[ "shadowmap_pars_vertex" ],

      "void main() {",

        THREE.ShaderChunk[ "map_vertex" ],
        THREE.ShaderChunk[ "lightmap_vertex" ],
        THREE.ShaderChunk[ "color_vertex" ],

        THREE.ShaderChunk[ "morphnormal_vertex" ],
        THREE.ShaderChunk[ "skinbase_vertex" ],
        THREE.ShaderChunk[ "skinnormal_vertex" ],
        THREE.ShaderChunk[ "defaultnormal_vertex" ],

        "vNormal = normalize( transformedNormal );",

        THREE.ShaderChunk[ "morphtarget_vertex" ],
        THREE.ShaderChunk[ "skinning_vertex" ],
        THREE.ShaderChunk[ "default_vertex" ],

        "vViewPosition = -mvPosition.xyz;",

        THREE.ShaderChunk[ "worldpos_vertex" ],
        THREE.ShaderChunk[ "envmap_vertex" ],
        THREE.ShaderChunk[ "lights_phong_vertex" ],
        THREE.ShaderChunk[ "shadowmap_vertex" ],

      "}"

    ].join("\n"),

    fragmentShader: [

      "uniform vec3 diffuse;",
      "uniform float opacity;",

      "uniform vec3 ambient;",
      "uniform vec3 emissive;",
      "uniform vec3 specular;",
      "uniform float shininess;",

      THREE.ShaderChunk[ "color_pars_fragment" ],
      THREE.ShaderChunk[ "map_pars_fragment" ],
      THREE.ShaderChunk[ "lightmap_pars_fragment" ],
      THREE.ShaderChunk[ "envmap_pars_fragment" ],
      THREE.ShaderChunk[ "fog_pars_fragment" ],
      THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
      THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
      THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
      THREE.ShaderChunk[ "normalmap_pars_fragment" ],
      THREE.ShaderChunk[ "specularmap_pars_fragment" ],

      "void main() {",

        "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",

        THREE.ShaderChunk[ "map_fragment" ],
        THREE.ShaderChunk[ "alphatest_fragment" ],
        THREE.ShaderChunk[ "specularmap_fragment" ],

        THREE.ShaderChunk[ "lights_phong_fragment" ],

        THREE.ShaderChunk[ "lightmap_fragment" ],
        THREE.ShaderChunk[ "color_fragment" ],
        THREE.ShaderChunk[ "envmap_fragment" ],
        THREE.ShaderChunk[ "shadowmap_fragment" ],

        THREE.ShaderChunk[ "linear_to_gamma_fragment" ],

        THREE.ShaderChunk[ "fog_fragment" ],

      "}"

    ].join("\n")

  },

  'particle_basic': {

    uniforms:  THREE.UniformsUtils.merge( [

      THREE.UniformsLib[ "particle" ],
      THREE.UniformsLib[ "shadowmap" ]

    ] ),

    vertexShader: [

      "uniform float size;",
      "uniform float scale;",

      THREE.ShaderChunk[ "color_pars_vertex" ],
      THREE.ShaderChunk[ "shadowmap_pars_vertex" ],

      "void main() {",

        THREE.ShaderChunk[ "color_vertex" ],

        "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",

        "#ifdef USE_SIZEATTENUATION",
          "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
        "#else",
          "gl_PointSize = size;",
        "#endif",

        "gl_Position = projectionMatrix * mvPosition;",

        THREE.ShaderChunk[ "worldpos_vertex" ],
        THREE.ShaderChunk[ "shadowmap_vertex" ],

      "}"

    ].join("\n"),

    fragmentShader: [

      "uniform vec3 psColor;",
      "uniform float opacity;",

      THREE.ShaderChunk[ "color_pars_fragment" ],
      THREE.ShaderChunk[ "map_particle_pars_fragment" ],
      THREE.ShaderChunk[ "fog_pars_fragment" ],
      THREE.ShaderChunk[ "shadowmap_pars_fragment" ],

      "void main() {",

        "gl_FragColor = vec4( psColor, opacity );",

        THREE.ShaderChunk[ "map_particle_fragment" ],
        THREE.ShaderChunk[ "alphatest_fragment" ],
        THREE.ShaderChunk[ "color_fragment" ],
        THREE.ShaderChunk[ "shadowmap_fragment" ],
        THREE.ShaderChunk[ "fog_fragment" ],

      "}"

    ].join("\n")

  },

  'dashed': {

    uniforms: THREE.UniformsUtils.merge( [

      THREE.UniformsLib[ "common" ],
      THREE.UniformsLib[ "fog" ],

      {
        "scale":     { type: "f", value: 1 },
        "dashSize":  { type: "f", value: 1 },
        "totalSize": { type: "f", value: 2 }
      }

    ] ),

    vertexShader: [

      "uniform float scale;",
      "attribute float lineDistance;",

      "varying float vLineDistance;",

      THREE.ShaderChunk[ "color_pars_vertex" ],

      "void main() {",

        THREE.ShaderChunk[ "color_vertex" ],

        "vLineDistance = scale * lineDistance;",

        "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
        "gl_Position = projectionMatrix * mvPosition;",

      "}"

    ].join("\n"),

    fragmentShader: [

      "uniform vec3 diffuse;",
      "uniform float opacity;",

      "uniform float dashSize;",
      "uniform float totalSize;",

      "varying float vLineDistance;",

      THREE.ShaderChunk[ "color_pars_fragment" ],
      THREE.ShaderChunk[ "fog_pars_fragment" ],

      "void main() {",

        "if ( mod( vLineDistance, totalSize ) > dashSize ) {",

          "discard;",

        "}",

        "gl_FragColor = vec4( diffuse, opacity );",

        THREE.ShaderChunk[ "color_fragment" ],
        THREE.ShaderChunk[ "fog_fragment" ],

      "}"

    ].join("\n")

  },

  'depth': {

    uniforms: {

      "mNear": { type: "f", value: 1.0 },
      "mFar" : { type: "f", value: 2000.0 },
      "opacity" : { type: "f", value: 1.0 }

    },

    vertexShader: [

      "void main() {",

        "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

      "}"

    ].join("\n"),

    fragmentShader: [

      "uniform float mNear;",
      "uniform float mFar;",
      "uniform float opacity;",

      "void main() {",

        "float depth = gl_FragCoord.z / gl_FragCoord.w;",
        "float color = 1.0 - smoothstep( mNear, mFar, depth );",
        "gl_FragColor = vec4( vec3( color ), opacity );",

      "}"

    ].join("\n")

  },

  'normal': {

    uniforms: {

      "opacity" : { type: "f", value: 1.0 }

    },

    vertexShader: [

      "varying vec3 vNormal;",

      THREE.ShaderChunk[ "morphtarget_pars_vertex" ],

      "void main() {",

        "vNormal = normalize( normalMatrix * normal );",

        THREE.ShaderChunk[ "morphtarget_vertex" ],
        THREE.ShaderChunk[ "default_vertex" ],

      "}"

    ].join("\n"),

    fragmentShader: [

      "uniform float opacity;",
      "varying vec3 vNormal;",

      "void main() {",

        "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",

      "}"

    ].join("\n")

  },

  /* -------------------------------------------------------------------------
  //  Normal map shader
  //    - Blinn-Phong
  //    - normal + diffuse + specular + AO + displacement + reflection + shadow maps
  //    - point and directional lights (use with "lights: true" material option)
   ------------------------------------------------------------------------- */

  'normalmap' : {

    uniforms: THREE.UniformsUtils.merge( [

      THREE.UniformsLib[ "fog" ],
      THREE.UniformsLib[ "lights" ],
      THREE.UniformsLib[ "shadowmap" ],

      {

      "enableAO"      : { type: "i", value: 0 },
      "enableDiffuse"   : { type: "i", value: 0 },
      "enableSpecular"  : { type: "i", value: 0 },
      "enableReflection": { type: "i", value: 0 },
      "enableDisplacement": { type: "i", value: 0 },

      "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
      "tDiffuse"     : { type: "t", value: null },
      "tCube"      : { type: "t", value: null },
      "tNormal"    : { type: "t", value: null },
      "tSpecular"    : { type: "t", value: null },
      "tAO"      : { type: "t", value: null },

      "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },

      "uDisplacementBias": { type: "f", value: 0.0 },
      "uDisplacementScale": { type: "f", value: 1.0 },

      "uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
      "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
      "uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
      "uShininess": { type: "f", value: 30 },
      "uOpacity": { type: "f", value: 1 },

      "useRefract": { type: "i", value: 0 },
      "uRefractionRatio": { type: "f", value: 0.98 },
      "uReflectivity": { type: "f", value: 0.5 },

      "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
      "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },

      "wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }

      }

    ] ),

    fragmentShader: [

      "uniform vec3 uAmbientColor;",
      "uniform vec3 uDiffuseColor;",
      "uniform vec3 uSpecularColor;",
      "uniform float uShininess;",
      "uniform float uOpacity;",

      "uniform bool enableDiffuse;",
      "uniform bool enableSpecular;",
      "uniform bool enableAO;",
      "uniform bool enableReflection;",

      "uniform sampler2D tDiffuse;",
      "uniform sampler2D tNormal;",
      "uniform sampler2D tSpecular;",
      "uniform sampler2D tAO;",

      "uniform samplerCube tCube;",

      "uniform vec2 uNormalScale;",

      "uniform bool useRefract;",
      "uniform float uRefractionRatio;",
      "uniform float uReflectivity;",

      "varying vec3 vTangent;",
      "varying vec3 vBinormal;",
      "varying vec3 vNormal;",
      "varying vec2 vUv;",

      "uniform vec3 ambientLightColor;",

      "#if MAX_DIR_LIGHTS > 0",

        "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
        "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",

      "#endif",

      "#if MAX_HEMI_LIGHTS > 0",

        "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
        "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
        "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",

      "#endif",

      "#if MAX_POINT_LIGHTS > 0",

        "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
        "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
        "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",

      "#endif",

      "#if MAX_SPOT_LIGHTS > 0",

        "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
        "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
        "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
        "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
        "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
        "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",

      "#endif",

      "#ifdef WRAP_AROUND",

        "uniform vec3 wrapRGB;",

      "#endif",

      "varying vec3 vWorldPosition;",
      "varying vec3 vViewPosition;",

      THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
      THREE.ShaderChunk[ "fog_pars_fragment" ],

      "void main() {",

        "gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",

        "vec3 specularTex = vec3( 1.0 );",

        "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
        "normalTex.xy *= uNormalScale;",
        "normalTex = normalize( normalTex );",

        "if( enableDiffuse ) {",

          "#ifdef GAMMA_INPUT",

            "vec4 texelColor = texture2D( tDiffuse, vUv );",
            "texelColor.xyz *= texelColor.xyz;",

            "gl_FragColor = gl_FragColor * texelColor;",

          "#else",

            "gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",

          "#endif",

        "}",

        "if( enableAO ) {",

          "#ifdef GAMMA_INPUT",

            "vec4 aoColor = texture2D( tAO, vUv );",
            "aoColor.xyz *= aoColor.xyz;",

            "gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",

          "#else",

            "gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",

          "#endif",

        "}",

        "if( enableSpecular )",
          "specularTex = texture2D( tSpecular, vUv ).xyz;",

        "mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
        "vec3 finalNormal = tsb * normalTex;",

        "#ifdef FLIP_SIDED",

          "finalNormal = -finalNormal;",

        "#endif",

        "vec3 normal = normalize( finalNormal );",
        "vec3 viewPosition = normalize( vViewPosition );",

        // point lights

        "#if MAX_POINT_LIGHTS > 0",

          "vec3 pointDiffuse = vec3( 0.0 );",
          "vec3 pointSpecular = vec3( 0.0 );",

          "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",

            "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
            "vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",

            "float pointDistance = 1.0;",
            "if ( pointLightDistance[ i ] > 0.0 )",
              "pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",

            "pointVector = normalize( pointVector );",

            // diffuse

            "#ifdef WRAP_AROUND",

              "float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
              "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",

              "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",

            "#else",

              "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",

            "#endif",

            "pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",

            // specular

            "vec3 pointHalfVector = normalize( pointVector + viewPosition );",
            "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
            "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",

            "#ifdef PHYSICALLY_BASED_SHADING",

              // 2.0 => 2.0001 is hack to work around ANGLE bug

              "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",

              "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
              "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",

            "#else",

              "pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",

            "#endif",

          "}",

        "#endif",

        // spot lights

        "#if MAX_SPOT_LIGHTS > 0",

          "vec3 spotDiffuse = vec3( 0.0 );",
          "vec3 spotSpecular = vec3( 0.0 );",

          "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",

            "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
            "vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",

            "float spotDistance = 1.0;",
            "if ( spotLightDistance[ i ] > 0.0 )",
              "spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",

            "spotVector = normalize( spotVector );",

            "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",

            "if ( spotEffect > spotLightAngleCos[ i ] ) {",

              "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",

              // diffuse

              "#ifdef WRAP_AROUND",

                "float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
                "float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",

                "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",

              "#else",

                "float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",

              "#endif",

              "spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;",

              // specular

              "vec3 spotHalfVector = normalize( spotVector + viewPosition );",
              "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
              "float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );",

              "#ifdef PHYSICALLY_BASED_SHADING",

                // 2.0 => 2.0001 is hack to work around ANGLE bug

                "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",

                "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
                "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",

              "#else",

                "spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",

              "#endif",

            "}",

          "}",

        "#endif",

        // directional lights

        "#if MAX_DIR_LIGHTS > 0",

          "vec3 dirDiffuse = vec3( 0.0 );",
          "vec3 dirSpecular = vec3( 0.0 );",

          "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",

            "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
            "vec3 dirVector = normalize( lDirection.xyz );",

            // diffuse

            "#ifdef WRAP_AROUND",

              "float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
              "float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",

              "vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",

            "#else",

              "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",

            "#endif",

            "dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",

            // specular

            "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
            "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
            "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",

            "#ifdef PHYSICALLY_BASED_SHADING",

              // 2.0 => 2.0001 is hack to work around ANGLE bug

              "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",

              "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
              "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",

            "#else",

              "dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",

            "#endif",

          "}",

        "#endif",

        // hemisphere lights

        "#if MAX_HEMI_LIGHTS > 0",

          "vec3 hemiDiffuse  = vec3( 0.0 );",
          "vec3 hemiSpecular = vec3( 0.0 );" ,

          "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",

            "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
            "vec3 lVector = normalize( lDirection.xyz );",

            // diffuse

            "float dotProduct = dot( normal, lVector );",
            "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",

            "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",

            "hemiDiffuse += uDiffuseColor * hemiColor;",

            // specular (sky light)


            "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
            "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
            "float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );",

            // specular (ground light)

            "vec3 lVectorGround = -lVector;",

            "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
            "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
            "float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );",

            "#ifdef PHYSICALLY_BASED_SHADING",

              "float dotProductGround = dot( normal, lVectorGround );",

              // 2.0 => 2.0001 is hack to work around ANGLE bug

              "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",

              "vec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
              "vec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
              "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",

            "#else",

              "hemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",

            "#endif",

          "}",

        "#endif",

        // all lights contribution summation

        "vec3 totalDiffuse = vec3( 0.0 );",
        "vec3 totalSpecular = vec3( 0.0 );",

        "#if MAX_DIR_LIGHTS > 0",

          "totalDiffuse += dirDiffuse;",
          "totalSpecular += dirSpecular;",

        "#endif",

        "#if MAX_HEMI_LIGHTS > 0",

          "totalDiffuse += hemiDiffuse;",
          "totalSpecular += hemiSpecular;",

        "#endif",

        "#if MAX_POINT_LIGHTS > 0",

          "totalDiffuse += pointDiffuse;",
          "totalSpecular += pointSpecular;",

        "#endif",

        "#if MAX_SPOT_LIGHTS > 0",

          "totalDiffuse += spotDiffuse;",
          "totalSpecular += spotSpecular;",

        "#endif",

        "#ifdef METAL",

          "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );",

        "#else",

          "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;",

        "#endif",

        "if ( enableReflection ) {",

          "vec3 vReflect;",
          "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",

          "if ( useRefract ) {",

            "vReflect = refract( cameraToVertex, normal, uRefractionRatio );",

          "} else {",

            "vReflect = reflect( cameraToVertex, normal );",

          "}",

          "vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",

          "#ifdef GAMMA_INPUT",

            "cubeColor.xyz *= cubeColor.xyz;",

          "#endif",

          "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",

        "}",

        THREE.ShaderChunk[ "shadowmap_fragment" ],
        THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
        THREE.ShaderChunk[ "fog_fragment" ],

      "}"

    ].join("\n"),

    vertexShader: [

      "attribute vec4 tangent;",

      "uniform vec2 uOffset;",
      "uniform vec2 uRepeat;",

      "uniform bool enableDisplacement;",

      "#ifdef VERTEX_TEXTURES",

        "uniform sampler2D tDisplacement;",
        "uniform float uDisplacementScale;",
        "uniform float uDisplacementBias;",

      "#endif",

      "varying vec3 vTangent;",
      "varying vec3 vBinormal;",
      "varying vec3 vNormal;",
      "varying vec2 vUv;",

      "varying vec3 vWorldPosition;",
      "varying vec3 vViewPosition;",

      THREE.ShaderChunk[ "skinning_pars_vertex" ],
      THREE.ShaderChunk[ "shadowmap_pars_vertex" ],

      "void main() {",

        THREE.ShaderChunk[ "skinbase_vertex" ],
        THREE.ShaderChunk[ "skinnormal_vertex" ],

        // normal, tangent and binormal vectors

        "#ifdef USE_SKINNING",

          "vNormal = normalize( normalMatrix * skinnedNormal.xyz );",

          "vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
          "vTangent = normalize( normalMatrix * skinnedTangent.xyz );",

        "#else",

          "vNormal = normalize( normalMatrix * normal );",
          "vTangent = normalize( normalMatrix * tangent.xyz );",

        "#endif",

        "vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",

        "vUv = uv * uRepeat + uOffset;",

        // displacement mapping

        "vec3 displacedPosition;",

        "#ifdef VERTEX_TEXTURES",

          "if ( enableDisplacement ) {",

            "vec3 dv = texture2D( tDisplacement, uv ).xyz;",
            "float df = uDisplacementScale * dv.x + uDisplacementBias;",
            "displacedPosition = position + normalize( normal ) * df;",

          "} else {",

            "#ifdef USE_SKINNING",

              "vec4 skinVertex = vec4( position, 1.0 );",

              "vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
              "skinned    += boneMatY * skinVertex * skinWeight.y;",

              "displacedPosition  = skinned.xyz;",

            "#else",

              "displacedPosition = position;",

            "#endif",

          "}",

        "#else",

          "#ifdef USE_SKINNING",

            "vec4 skinVertex = vec4( position, 1.0 );",

            "vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
            "skinned    += boneMatY * skinVertex * skinWeight.y;",

            "displacedPosition  = skinned.xyz;",

          "#else",

            "displacedPosition = position;",

          "#endif",

        "#endif",

        //

        "vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
        "vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",

        "gl_Position = projectionMatrix * mvPosition;",

        //

        "vWorldPosition = worldPosition.xyz;",
        "vViewPosition = -mvPosition.xyz;",

        // shadows

        "#ifdef USE_SHADOWMAP",

          "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",

            "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",

          "}",

        "#endif",

      "}"

    ].join("\n")

  },

  /* -------------------------------------------------------------------------
  //  Cube map shader
   ------------------------------------------------------------------------- */

  'cube': {

    uniforms: { "tCube": { type: "t", value: null },
          "tFlip": { type: "f", value: -1 } },

    vertexShader: [

      "varying vec3 vWorldPosition;",

      "void main() {",

        "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
        "vWorldPosition = worldPosition.xyz;",

        "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

      "}"

    ].join("\n"),

    fragmentShader: [

      "uniform samplerCube tCube;",
      "uniform float tFlip;",

      "varying vec3 vWorldPosition;",

      "void main() {",

        "gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",

      "}"

    ].join("\n")

  },

  // Depth encoding into RGBA texture
  //  based on SpiderGL shadow map example
  //    http://spidergl.org/example.php?id=6
  //  originally from
  //    http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  //  see also here:
  //    http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/

  'depthRGBA': {

    uniforms: {},

    vertexShader: [

      THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
      THREE.ShaderChunk[ "skinning_pars_vertex" ],

      "void main() {",

        THREE.ShaderChunk[ "skinbase_vertex" ],
        THREE.ShaderChunk[ "morphtarget_vertex" ],
        THREE.ShaderChunk[ "skinning_vertex" ],
        THREE.ShaderChunk[ "default_vertex" ],

      "}"

    ].join("\n"),

    fragmentShader: [

      "vec4 pack_depth( const in float depth ) {",

        "const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
        "const vec4 bit_mask  = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
        "vec4 res = fract( depth * bit_shift );",
        "res -= res.xxyz * bit_mask;",
        "return res;",

      "}",

      "void main() {",

        "gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",

        //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
        //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
        //"gl_FragData[ 0 ] = pack_depth( z );",
        //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",

      "}"

    ].join("\n")

  }

};

/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
 */

THREE.WebGLRenderer = function ( parameters ) {

  console.log( 'THREE.WebGLRenderer', THREE.REVISION );

  parameters = parameters || {};

  var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),

  _precision = parameters.precision !== undefined ? parameters.precision : 'highp',

  _alpha = parameters.alpha !== undefined ? parameters.alpha : true,
  _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,

  _clearColor = new THREE.Color( 0x000000 ),
  _clearAlpha = 0;

  if ( parameters.clearColor !== undefined ) {

    console.warn( 'DEPRECATED: clearColor in WebGLRenderer constructor parameters is being removed. Use .setClearColor() instead.' );
    _clearColor.setHex( parameters.clearColor );

  }

  if ( parameters.clearAlpha !== undefined ) {

    console.warn( 'DEPRECATED: clearAlpha in WebGLRenderer constructor parameters is being removed. Use .setClearColor() instead.' );
    _clearAlpha = parameters.clearAlpha;

  }

  // public properties

  this.domElement = _canvas;
  this.context = null;
  this.devicePixelRatio = parameters.devicePixelRatio !== undefined
        ? parameters.devicePixelRatio
        : window.devicePixelRatio !== undefined
          ? window.devicePixelRatio
          : 1;

  // clearing

  this.autoClear = true;
  this.autoClearColor = true;
  this.autoClearDepth = true;
  this.autoClearStencil = true;

  // scene graph

  this.sortObjects = true;
  this.autoUpdateObjects = true;

  // physically based shading

  this.gammaInput = false;
  this.gammaOutput = false;
  this.physicallyBasedShading = false;

  // shadow map

  this.shadowMapEnabled = false;
  this.shadowMapAutoUpdate = true;
  this.shadowMapType = THREE.PCFShadowMap;
  this.shadowMapCullFace = THREE.CullFaceFront;
  this.shadowMapDebug = false;
  this.shadowMapCascade = false;

  // morphs

  this.maxMorphTargets = 8;
  this.maxMorphNormals = 4;

  // flags

  this.autoScaleCubemaps = true;

  // custom render plugins

  this.renderPluginsPre = [];
  this.renderPluginsPost = [];

  // info

  this.info = {

    memory: {

      programs: 0,
      geometries: 0,
      textures: 0

    },

    render: {

      calls: 0,
      vertices: 0,
      faces: 0,
      points: 0

    }

  };

  // internal properties

  var _this = this,

  _programs = [],
  _programs_counter = 0,

  // internal state cache

  _currentProgram = null,
  _currentFramebuffer = null,
  _currentMaterialId = -1,
  _currentGeometryGroupHash = null,
  _currentCamera = null,
  _geometryGroupCounter = 0,

  _usedTextureUnits = 0,

  // GL state cache

  _oldDoubleSided = -1,
  _oldFlipSided = -1,

  _oldBlending = -1,

  _oldBlendEquation = -1,
  _oldBlendSrc = -1,
  _oldBlendDst = -1,

  _oldDepthTest = -1,
  _oldDepthWrite = -1,

  _oldPolygonOffset = null,
  _oldPolygonOffsetFactor = null,
  _oldPolygonOffsetUnits = null,

  _oldLineWidth = null,

  _viewportX = 0,
  _viewportY = 0,
  _viewportWidth = 0,
  _viewportHeight = 0,
  _currentWidth = 0,
  _currentHeight = 0,

  _enabledAttributes = {},

  // frustum

  _frustum = new THREE.Frustum(),

   // camera matrices cache

  _projScreenMatrix = new THREE.Matrix4(),
  _projScreenMatrixPS = new THREE.Matrix4(),

  _vector3 = new THREE.Vector3(),

  // light arrays cache

  _direction = new THREE.Vector3(),

  _lightsNeedUpdate = true,

  _lights = {

    ambient: [ 0, 0, 0 ],
    directional: { length: 0, colors: new Array(), positions: new Array() },
    point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
    spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
    hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }

  };

  // initialize

  var _gl;

  var _glExtensionTextureFloat;
  var _glExtensionTextureFloatLinear;
  var _glExtensionStandardDerivatives;
  var _glExtensionTextureFilterAnisotropic;
  var _glExtensionCompressedTextureS3TC;

  initGL();

  setDefaultGLState();

  this.context = _gl;

  // GPU capabilities

  var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );

  var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;

  var _supportsVertexTextures = ( _maxVertexTextures > 0 );
  var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;

  var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];

  //

  var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );

  var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );

  var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
  var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
  var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );

  var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
  var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
  var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );

  // clamp precision to maximum available

  var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;

  if ( _precision === "highp" && ! highpAvailable ) {

    if ( mediumpAvailable ) {

      _precision = "mediump";
      console.warn( "WebGLRenderer: highp not supported, using mediump" );

    } else {

      _precision = "lowp";
      console.warn( "WebGLRenderer: highp and mediump not supported, using lowp" );

    }

  }

  if ( _precision === "mediump" && ! mediumpAvailable ) {

    _precision = "lowp";
    console.warn( "WebGLRenderer: mediump not supported, using lowp" );

  }

  // API

  this.getContext = function () {

    return _gl;

  };

  this.supportsVertexTextures = function () {

    return _supportsVertexTextures;

  };

  this.supportsFloatTextures = function () {

    return _glExtensionTextureFloat;

  };

  this.supportsStandardDerivatives = function () {

    return _glExtensionStandardDerivatives;

  };

  this.supportsCompressedTextureS3TC = function () {

    return _glExtensionCompressedTextureS3TC;

  };

  this.getMaxAnisotropy  = function () {

    return _maxAnisotropy;

  };

  this.getPrecision = function () {

    return _precision;

  };

  this.setSize = function ( width, height, updateStyle ) {

    _canvas.width = width * this.devicePixelRatio;
    _canvas.height = height * this.devicePixelRatio;

    if ( this.devicePixelRatio !== 1 && updateStyle !== false ) {

      _canvas.style.width = width + 'px';
      _canvas.style.height = height + 'px';

    }

    this.setViewport( 0, 0, _canvas.width, _canvas.height );

  };

  this.setViewport = function ( x, y, width, height ) {

    _viewportX = x !== undefined ? x : 0;
    _viewportY = y !== undefined ? y : 0;

    _viewportWidth = width !== undefined ? width : _canvas.width;
    _viewportHeight = height !== undefined ? height : _canvas.height;

    _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );

  };

  this.setScissor = function ( x, y, width, height ) {

    _gl.scissor( x, y, width, height );

  };

  this.enableScissorTest = function ( enable ) {

    enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );

  };

  // Clearing

  this.setClearColor = function ( color, alpha ) {

    _clearColor.set( color );
    _clearAlpha = alpha !== undefined ? alpha : 1;

    _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );

  };

  this.setClearColorHex = function ( hex, alpha ) {

    console.warn( 'DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
    this.setClearColor( hex, alpha );

  };

  this.getClearColor = function () {

    return _clearColor;

  };

  this.getClearAlpha = function () {

    return _clearAlpha;

  };

  this.clear = function ( color, depth, stencil ) {

    var bits = 0;

    if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
    if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
    if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;

    _gl.clear( bits );

  };

  this.clearTarget = function ( renderTarget, color, depth, stencil ) {

    this.setRenderTarget( renderTarget );
    this.clear( color, depth, stencil );

  };

  // Plugins

  this.addPostPlugin = function ( plugin ) {

    plugin.init( this );
    this.renderPluginsPost.push( plugin );

  };

  this.addPrePlugin = function ( plugin ) {

    plugin.init( this );
    this.renderPluginsPre.push( plugin );

  };

  // Rendering

  this.updateShadowMap = function ( scene, camera ) {

    _currentProgram = null;
    _oldBlending = -1;
    _oldDepthTest = -1;
    _oldDepthWrite = -1;
    _currentGeometryGroupHash = -1;
    _currentMaterialId = -1;
    _lightsNeedUpdate = true;
    _oldDoubleSided = -1;
    _oldFlipSided = -1;

    this.shadowMapPlugin.update( scene, camera );

  };

  // Internal functions

  // Buffer allocation

  function createParticleBuffers ( geometry ) {

    geometry.__webglVertexBuffer = _gl.createBuffer();
    geometry.__webglColorBuffer = _gl.createBuffer();

    _this.info.memory.geometries ++;

  };

  function createLineBuffers ( geometry ) {

    geometry.__webglVertexBuffer = _gl.createBuffer();
    geometry.__webglColorBuffer = _gl.createBuffer();
    geometry.__webglLineDistanceBuffer = _gl.createBuffer();

    _this.info.memory.geometries ++;

  };

  function createRibbonBuffers ( geometry ) {

    geometry.__webglVertexBuffer = _gl.createBuffer();
    geometry.__webglColorBuffer = _gl.createBuffer();
    geometry.__webglNormalBuffer = _gl.createBuffer();

    _this.info.memory.geometries ++;

  };

  function createMeshBuffers ( geometryGroup ) {

    geometryGroup.__webglVertexBuffer = _gl.createBuffer();
    geometryGroup.__webglNormalBuffer = _gl.createBuffer();
    geometryGroup.__webglTangentBuffer = _gl.createBuffer();
    geometryGroup.__webglColorBuffer = _gl.createBuffer();
    geometryGroup.__webglUVBuffer = _gl.createBuffer();
    geometryGroup.__webglUV2Buffer = _gl.createBuffer();

    geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
    geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();

    geometryGroup.__webglFaceBuffer = _gl.createBuffer();
    geometryGroup.__webglLineBuffer = _gl.createBuffer();

    var m, ml;

    if ( geometryGroup.numMorphTargets ) {

      geometryGroup.__webglMorphTargetsBuffers = [];

      for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {

        geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );

      }

    }

    if ( geometryGroup.numMorphNormals ) {

      geometryGroup.__webglMorphNormalsBuffers = [];

      for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {

        geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );

      }

    }

    _this.info.memory.geometries ++;

  };

  // Events

  var onGeometryDispose = function ( event ) {

    var geometry = event.target;

    geometry.removeEventListener( 'dispose', onGeometryDispose );

    deallocateGeometry( geometry );

    _this.info.memory.geometries --;

  };

  var onTextureDispose = function ( event ) {

    var texture = event.target;

    texture.removeEventListener( 'dispose', onTextureDispose );

    deallocateTexture( texture );

    _this.info.memory.textures --;


  };

  var onRenderTargetDispose = function ( event ) {

    var renderTarget = event.target;

    renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

    deallocateRenderTarget( renderTarget );

    _this.info.memory.textures --;

  };

  var onMaterialDispose = function ( event ) {

    var material = event.target;

    material.removeEventListener( 'dispose', onMaterialDispose );

    deallocateMaterial( material );

  };

  // Buffer deallocation

  var deallocateGeometry = function ( geometry ) {

    geometry.__webglInit = undefined;

    if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
    if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
    if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
    if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
    if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
    if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );

    if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
    if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );

    if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
    if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );

    if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );

    // geometry groups

    if ( geometry.geometryGroups !== undefined ) {

      for ( var g in geometry.geometryGroups ) {

        var geometryGroup = geometry.geometryGroups[ g ];

        if ( geometryGroup.numMorphTargets !== undefined ) {

          for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {

            _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );

          }

        }

        if ( geometryGroup.numMorphNormals !== undefined ) {

          for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {

            _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );

          }

        }

        deleteCustomAttributesBuffers( geometryGroup );

      }

    }

    deleteCustomAttributesBuffers( geometry );

  };

  var deallocateTexture = function ( texture ) {

    if ( texture.image && texture.image.__webglTextureCube ) {

      // cube texture

      _gl.deleteTexture( texture.image.__webglTextureCube );

    } else {

      // 2D texture

      if ( ! texture.__webglInit ) return;

      texture.__webglInit = false;
      _gl.deleteTexture( texture.__webglTexture );

    }

  };

  var deallocateRenderTarget = function ( renderTarget ) {

    if ( !renderTarget || ! renderTarget.__webglTexture ) return;

    _gl.deleteTexture( renderTarget.__webglTexture );

    if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

      for ( var i = 0; i < 6; i ++ ) {

        _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
        _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );

      }

    } else {

      _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
      _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );

    }

  };

  var deallocateMaterial = function ( material ) {

    var program = material.program;

    if ( program === undefined ) return;

    material.program = undefined;

    // only deallocate GL program if this was the last use of shared program
    // assumed there is only single copy of any program in the _programs list
    // (that's how it's constructed)

    var i, il, programInfo;
    var deleteProgram = false;

    for ( i = 0, il = _programs.length; i < il; i ++ ) {

      programInfo = _programs[ i ];

      if ( programInfo.program === program ) {

        programInfo.usedTimes --;

        if ( programInfo.usedTimes === 0 ) {

          deleteProgram = true;

        }

        break;

      }

    }

    if ( deleteProgram === true ) {

      // avoid using array.splice, this is costlier than creating new array from scratch

      var newPrograms = [];

      for ( i = 0, il = _programs.length; i < il; i ++ ) {

        programInfo = _programs[ i ];

        if ( programInfo.program !== program ) {

          newPrograms.push( programInfo );

        }

      }

      _programs = newPrograms;

      _gl.deleteProgram( program );

      _this.info.memory.programs --;

    }

  };

  //

  function deleteCustomAttributesBuffers( geometry ) {

    if ( geometry.__webglCustomAttributesList ) {

      for ( var id in geometry.__webglCustomAttributesList ) {

        _gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );

      }

    }

  };

  // Buffer initialization

  function initCustomAttributes ( geometry, object ) {

    var nvertices = geometry.vertices.length;

    var material = object.material;

    if ( material.attributes ) {

      if ( geometry.__webglCustomAttributesList === undefined ) {

        geometry.__webglCustomAttributesList = [];

      }

      for ( var a in material.attributes ) {

        var attribute = material.attributes[ a ];

        if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {

          attribute.__webglInitialized = true;

          var size = 1;   // "f" and "i"

          if ( attribute.type === "v2" ) size = 2;
          else if ( attribute.type === "v3" ) size = 3;
          else if ( attribute.type === "v4" ) size = 4;
          else if ( attribute.type === "c"  ) size = 3;

          attribute.size = size;

          attribute.array = new Float32Array( nvertices * size );

          attribute.buffer = _gl.createBuffer();
          attribute.buffer.belongsToAttribute = a;

          attribute.needsUpdate = true;

        }

        geometry.__webglCustomAttributesList.push( attribute );

      }

    }

  };

  function initParticleBuffers ( geometry, object ) {

    var nvertices = geometry.vertices.length;

    geometry.__vertexArray = new Float32Array( nvertices * 3 );
    geometry.__colorArray = new Float32Array( nvertices * 3 );

    geometry.__sortArray = [];

    geometry.__webglParticleCount = nvertices;

    initCustomAttributes ( geometry, object );

  };

  function initLineBuffers ( geometry, object ) {

    var nvertices = geometry.vertices.length;

    geometry.__vertexArray = new Float32Array( nvertices * 3 );
    geometry.__colorArray = new Float32Array( nvertices * 3 );
    geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );

    geometry.__webglLineCount = nvertices;

    initCustomAttributes ( geometry, object );

  };

  function initRibbonBuffers ( geometry, object ) {

    var nvertices = geometry.vertices.length;

    geometry.__vertexArray = new Float32Array( nvertices * 3 );
    geometry.__colorArray = new Float32Array( nvertices * 3 );
    geometry.__normalArray = new Float32Array( nvertices * 3 );

    geometry.__webglVertexCount = nvertices;

    initCustomAttributes ( geometry, object );

  };

  function initMeshBuffers ( geometryGroup, object ) {

    var geometry = object.geometry,
      faces3 = geometryGroup.faces3,
      faces4 = geometryGroup.faces4,

      nvertices = faces3.length * 3 + faces4.length * 4,
      ntris     = faces3.length * 1 + faces4.length * 2,
      nlines    = faces3.length * 3 + faces4.length * 4,

      material = getBufferMaterial( object, geometryGroup ),

      uvType = bufferGuessUVType( material ),
      normalType = bufferGuessNormalType( material ),
      vertexColorType = bufferGuessVertexColorType( material );

    // console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );

    geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );

    if ( normalType ) {

      geometryGroup.__normalArray = new Float32Array( nvertices * 3 );

    }

    if ( geometry.hasTangents ) {

      geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );

    }

    if ( vertexColorType ) {

      geometryGroup.__colorArray = new Float32Array( nvertices * 3 );

    }

    if ( uvType ) {

      if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {

        geometryGroup.__uvArray = new Float32Array( nvertices * 2 );

      }

      if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {

        geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );

      }

    }

    if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {

      geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
      geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );

    }

    geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
    geometryGroup.__lineArray = new Uint16Array( nlines * 2 );

    var m, ml;

    if ( geometryGroup.numMorphTargets ) {

      geometryGroup.__morphTargetsArrays = [];

      for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {

        geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );

      }

    }

    if ( geometryGroup.numMorphNormals ) {

      geometryGroup.__morphNormalsArrays = [];

      for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {

        geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );

      }

    }

    geometryGroup.__webglFaceCount = ntris * 3;
    geometryGroup.__webglLineCount = nlines * 2;


    // custom attributes

    if ( material.attributes ) {

      if ( geometryGroup.__webglCustomAttributesList === undefined ) {

        geometryGroup.__webglCustomAttributesList = [];

      }

      for ( var a in material.attributes ) {

        // Do a shallow copy of the attribute object so different geometryGroup chunks use different
        // attribute buffers which are correctly indexed in the setMeshBuffers function

        var originalAttribute = material.attributes[ a ];

        var attribute = {};

        for ( var property in originalAttribute ) {

          attribute[ property ] = originalAttribute[ property ];

        }

        if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {

          attribute.__webglInitialized = true;

          var size = 1;   // "f" and "i"

          if( attribute.type === "v2" ) size = 2;
          else if( attribute.type === "v3" ) size = 3;
          else if( attribute.type === "v4" ) size = 4;
          else if( attribute.type === "c"  ) size = 3;

          attribute.size = size;

          attribute.array = new Float32Array( nvertices * size );

          attribute.buffer = _gl.createBuffer();
          attribute.buffer.belongsToAttribute = a;

          originalAttribute.needsUpdate = true;
          attribute.__original = originalAttribute;

        }

        geometryGroup.__webglCustomAttributesList.push( attribute );

      }

    }

    geometryGroup.__inittedArrays = true;

  };

  function getBufferMaterial( object, geometryGroup ) {

    return object.material instanceof THREE.MeshFaceMaterial
      ? object.material.materials[ geometryGroup.materialIndex ]
      : object.material;

  };

  function materialNeedsSmoothNormals ( material ) {

    return material && material.shading !== undefined && material.shading === THREE.SmoothShading;

  };

  function bufferGuessNormalType ( material ) {

    // only MeshBasicMaterial and MeshDepthMaterial don't need normals

    if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {

      return false;

    }

    if ( materialNeedsSmoothNormals( material ) ) {

      return THREE.SmoothShading;

    } else {

      return THREE.FlatShading;

    }

  };

  function bufferGuessVertexColorType( material ) {

    if ( material.vertexColors ) {

      return material.vertexColors;

    }

    return false;

  };

  function bufferGuessUVType( material ) {

    // material must use some texture to require uvs

    if ( material.map ||
         material.lightMap ||
         material.bumpMap ||
         material.normalMap ||
         material.specularMap ||
         material instanceof THREE.ShaderMaterial ) {

      return true;

    }

    return false;

  };

  //

  function initDirectBuffers( geometry ) {

    var a, attribute, type;

    for ( a in geometry.attributes ) {

      if ( a === "index" ) {

        type = _gl.ELEMENT_ARRAY_BUFFER;

      } else {

        type = _gl.ARRAY_BUFFER;

      }

      attribute = geometry.attributes[ a ];

      if ( attribute.numItems === undefined ) {

        attribute.numItems = attribute.array.length;

      }

      attribute.buffer = _gl.createBuffer();

      _gl.bindBuffer( type, attribute.buffer );
      _gl.bufferData( type, attribute.array, _gl.STATIC_DRAW );

    }

  };

  // Buffer setting

  function setParticleBuffers ( geometry, hint, object ) {

    var v, c, vertex, offset, index, color,

    vertices = geometry.vertices,
    vl = vertices.length,

    colors = geometry.colors,
    cl = colors.length,

    vertexArray = geometry.__vertexArray,
    colorArray = geometry.__colorArray,

    sortArray = geometry.__sortArray,

    dirtyVertices = geometry.verticesNeedUpdate,
    dirtyElements = geometry.elementsNeedUpdate,
    dirtyColors = geometry.colorsNeedUpdate,

    customAttributes = geometry.__webglCustomAttributesList,
    i, il,
    a, ca, cal, value,
    customAttribute;

    if ( object.sortParticles ) {

      _projScreenMatrixPS.copy( _projScreenMatrix );
      _projScreenMatrixPS.multiply( object.matrixWorld );

      for ( v = 0; v < vl; v ++ ) {

        vertex = vertices[ v ];

        _vector3.copy( vertex );
        _vector3.applyProjection( _projScreenMatrixPS );

        sortArray[ v ] = [ _vector3.z, v ];

      }

      sortArray.sort( numericalSort );

      for ( v = 0; v < vl; v ++ ) {

        vertex = vertices[ sortArray[v][1] ];

        offset = v * 3;

        vertexArray[ offset ]     = vertex.x;
        vertexArray[ offset + 1 ] = vertex.y;
        vertexArray[ offset + 2 ] = vertex.z;

      }

      for ( c = 0; c < cl; c ++ ) {

        offset = c * 3;

        color = colors[ sortArray[c][1] ];

        colorArray[ offset ]     = color.r;
        colorArray[ offset + 1 ] = color.g;
        colorArray[ offset + 2 ] = color.b;

      }

      if ( customAttributes ) {

        for ( i = 0, il = customAttributes.length; i < il; i ++ ) {

          customAttribute = customAttributes[ i ];

          if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;

          offset = 0;

          cal = customAttribute.value.length;

          if ( customAttribute.size === 1 ) {

            for ( ca = 0; ca < cal; ca ++ ) {

              index = sortArray[ ca ][ 1 ];

              customAttribute.array[ ca ] = customAttribute.value[ index ];

            }

          } else if ( customAttribute.size === 2 ) {

            for ( ca = 0; ca < cal; ca ++ ) {

              index = sortArray[ ca ][ 1 ];

              value = customAttribute.value[ index ];

              customAttribute.array[ offset ]   = value.x;
              customAttribute.array[ offset + 1 ] = value.y;

              offset += 2;

            }

          } else if ( customAttribute.size === 3 ) {

            if ( customAttribute.type === "c" ) {

              for ( ca = 0; ca < cal; ca ++ ) {

                index = sortArray[ ca ][ 1 ];

                value = customAttribute.value[ index ];

                customAttribute.array[ offset ]     = value.r;
                customAttribute.array[ offset + 1 ] = value.g;
                customAttribute.array[ offset + 2 ] = value.b;

                offset += 3;

              }

            } else {

              for ( ca = 0; ca < cal; ca ++ ) {

                index = sortArray[ ca ][ 1 ];

                value = customAttribute.value[ index ];

                customAttribute.array[ offset ]   = value.x;
                customAttribute.array[ offset + 1 ] = value.y;
                customAttribute.array[ offset + 2 ] = value.z;

                offset += 3;

              }

            }

          } else if ( customAttribute.size === 4 ) {

            for ( ca = 0; ca < cal; ca ++ ) {

              index = sortArray[ ca ][ 1 ];

              value = customAttribute.value[ index ];

              customAttribute.array[ offset ]      = value.x;
              customAttribute.array[ offset + 1  ] = value.y;
              customAttribute.array[ offset + 2  ] = value.z;
              customAttribute.array[ offset + 3  ] = value.w;

              offset += 4;

            }

          }

        }

      }

    } else {

      if ( dirtyVertices ) {

        for ( v = 0; v < vl; v ++ ) {

          vertex = vertices[ v ];

          offset = v * 3;

          vertexArray[ offset ]     = vertex.x;
          vertexArray[ offset + 1 ] = vertex.y;
          vertexArray[ offset + 2 ] = vertex.z;

        }

      }

      if ( dirtyColors ) {

        for ( c = 0; c < cl; c ++ ) {

          color = colors[ c ];

          offset = c * 3;

          colorArray[ offset ]     = color.r;
          colorArray[ offset + 1 ] = color.g;
          colorArray[ offset + 2 ] = color.b;

        }

      }

      if ( customAttributes ) {

        for ( i = 0, il = customAttributes.length; i < il; i ++ ) {

          customAttribute = customAttributes[ i ];

          if ( customAttribute.needsUpdate &&
             ( customAttribute.boundTo === undefined ||
               customAttribute.boundTo === "vertices") ) {

            cal = customAttribute.value.length;

            offset = 0;

            if ( customAttribute.size === 1 ) {

              for ( ca = 0; ca < cal; ca ++ ) {

                customAttribute.array[ ca ] = customAttribute.value[ ca ];

              }

            } else if ( customAttribute.size === 2 ) {

              for ( ca = 0; ca < cal; ca ++ ) {

                value = customAttribute.value[ ca ];

                customAttribute.array[ offset ]   = value.x;
                customAttribute.array[ offset + 1 ] = value.y;

                offset += 2;

              }

            } else if ( customAttribute.size === 3 ) {

              if ( customAttribute.type === "c" ) {

                for ( ca = 0; ca < cal; ca ++ ) {

                  value = customAttribute.value[ ca ];

                  customAttribute.array[ offset ]   = value.r;
                  customAttribute.array[ offset + 1 ] = value.g;
                  customAttribute.array[ offset + 2 ] = value.b;

                  offset += 3;

                }

              } else {

                for ( ca = 0; ca < cal; ca ++ ) {

                  value = customAttribute.value[ ca ];

                  customAttribute.array[ offset ]   = value.x;
                  customAttribute.array[ offset + 1 ] = value.y;
                  customAttribute.array[ offset + 2 ] = value.z;

                  offset += 3;

                }

              }

            } else if ( customAttribute.size === 4 ) {

              for ( ca = 0; ca < cal; ca ++ ) {

                value = customAttribute.value[ ca ];

                customAttribute.array[ offset ]      = value.x;
                customAttribute.array[ offset + 1  ] = value.y;
                customAttribute.array[ offset + 2  ] = value.z;
                customAttribute.array[ offset + 3  ] = value.w;

                offset += 4;

              }

            }

          }

        }

      }

    }

    if ( dirtyVertices || object.sortParticles ) {

      _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
      _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

    }

    if ( dirtyColors || object.sortParticles ) {

      _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
      _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

    }

    if ( customAttributes ) {

      for ( i = 0, il = customAttributes.length; i < il; i ++ ) {

        customAttribute = customAttributes[ i ];

        if ( customAttribute.needsUpdate || object.sortParticles ) {

          _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
          _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );

        }

      }

    }


  };

  function setLineBuffers ( geometry, hint ) {

    var v, c, d, vertex, offset, color,

    vertices = geometry.vertices,
    colors = geometry.colors,
    lineDistances = geometry.lineDistances,

    vl = vertices.length,
    cl = colors.length,
    dl = lineDistances.length,

    vertexArray = geometry.__vertexArray,
    colorArray = geometry.__colorArray,
    lineDistanceArray = geometry.__lineDistanceArray,

    dirtyVertices = geometry.verticesNeedUpdate,
    dirtyColors = geometry.colorsNeedUpdate,
    dirtyLineDistances = geometry.lineDistancesNeedUpdate,

    customAttributes = geometry.__webglCustomAttributesList,

    i, il,
    a, ca, cal, value,
    customAttribute;

    if ( dirtyVertices ) {

      for ( v = 0; v < vl; v ++ ) {

        vertex = vertices[ v ];

        offset = v * 3;

        vertexArray[ offset ]     = vertex.x;
        vertexArray[ offset + 1 ] = vertex.y;
        vertexArray[ offset + 2 ] = vertex.z;

      }

      _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
      _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

    }

    if ( dirtyColors ) {

      for ( c = 0; c < cl; c ++ ) {

        color = colors[ c ];

        offset = c * 3;

        colorArray[ offset ]     = color.r;
        colorArray[ offset + 1 ] = color.g;
        colorArray[ offset + 2 ] = color.b;

      }

      _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
      _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

    }

    if ( dirtyLineDistances ) {

      for ( d = 0; d < dl; d ++ ) {

        lineDistanceArray[ d ] = lineDistances[ d ];

      }

      _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
      _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );

    }

    if ( customAttributes ) {

      for ( i = 0, il = customAttributes.length; i < il; i ++ ) {

        customAttribute = customAttributes[ i ];

        if ( customAttribute.needsUpdate &&
           ( customAttribute.boundTo === undefined ||
             customAttribute.boundTo === "vertices" ) ) {

          offset = 0;

          cal = customAttribute.value.length;

          if ( customAttribute.size === 1 ) {

            for ( ca = 0; ca < cal; ca ++ ) {

              customAttribute.array[ ca ] = customAttribute.value[ ca ];

            }

          } else if ( customAttribute.size === 2 ) {

            for ( ca = 0; ca < cal; ca ++ ) {

              value = customAttribute.value[ ca ];

              customAttribute.array[ offset ]   = value.x;
              customAttribute.array[ offset + 1 ] = value.y;

              offset += 2;

            }

          } else if ( customAttribute.size === 3 ) {

            if ( customAttribute.type === "c" ) {

              for ( ca = 0; ca < cal; ca ++ ) {

                value = customAttribute.value[ ca ];

                customAttribute.array[ offset ]   = value.r;
                customAttribute.array[ offset + 1 ] = value.g;
                customAttribute.array[ offset + 2 ] = value.b;

                offset += 3;

              }

            } else {

              for ( ca = 0; ca < cal; ca ++ ) {

                value = customAttribute.value[ ca ];

                customAttribute.array[ offset ]   = value.x;
                customAttribute.array[ offset + 1 ] = value.y;
                customAttribute.array[ offset + 2 ] = value.z;

                offset += 3;

              }

            }

          } else if ( customAttribute.size === 4 ) {

            for ( ca = 0; ca < cal; ca ++ ) {

              value = customAttribute.value[ ca ];

              customAttribute.array[ offset ]    = value.x;
              customAttribute.array[ offset + 1  ] = value.y;
              customAttribute.array[ offset + 2  ] = value.z;
              customAttribute.array[ offset + 3  ] = value.w;

              offset += 4;

            }

          }

          _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
          _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );

        }

      }

    }

  };

  function setRibbonBuffers ( geometry, hint ) {

    var v, c, n, vertex, offset, color, normal,

    i, il, ca, cal, customAttribute, value,

    vertices = geometry.vertices,
    colors = geometry.colors,
    normals = geometry.normals,

    vl = vertices.length,
    cl = colors.length,
    nl = normals.length,

    vertexArray = geometry.__vertexArray,
    colorArray = geometry.__colorArray,
    normalArray = geometry.__normalArray,

    dirtyVertices = geometry.verticesNeedUpdate,
    dirtyColors = geometry.colorsNeedUpdate,
    dirtyNormals = geometry.normalsNeedUpdate,

    customAttributes = geometry.__webglCustomAttributesList;

    if ( dirtyVertices ) {

      for ( v = 0; v < vl; v ++ ) {

        vertex = vertices[ v ];

        offset = v * 3;

        vertexArray[ offset ]     = vertex.x;
        vertexArray[ offset + 1 ] = vertex.y;
        vertexArray[ offset + 2 ] = vertex.z;

      }

      _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
      _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

    }

    if ( dirtyColors ) {

      for ( c = 0; c < cl; c ++ ) {

        color = colors[ c ];

        offset = c * 3;

        colorArray[ offset ]     = color.r;
        colorArray[ offset + 1 ] = color.g;
        colorArray[ offset + 2 ] = color.b;

      }

      _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
      _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

    }

    if ( dirtyNormals ) {

      for ( n = 0; n < nl; n ++ ) {

        normal = normals[ n ];

        offset = n * 3;

        normalArray[ offset ]     = normal.x;
        normalArray[ offset + 1 ] = normal.y;
        normalArray[ offset + 2 ] = normal.z;

      }

      _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglNormalBuffer );
      _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );

    }

    if ( customAttributes ) {

      for ( i = 0, il = customAttributes.length; i < il; i ++ ) {

        customAttribute = customAttributes[ i ];

        if ( customAttribute.needsUpdate &&
           ( customAttribute.boundTo === undefined ||
             customAttribute.boundTo === "vertices" ) ) {

          offset = 0;

          cal = customAttribute.value.length;

          if ( customAttribute.size === 1 ) {

            for ( ca = 0; ca < cal; ca ++ ) {

              customAttribute.array[ ca ] = customAttribute.value[ ca ];

            }

          } else if ( customAttribute.size === 2 ) {

            for ( ca = 0; ca < cal; ca ++ ) {

              value = customAttribute.value[ ca ];

              customAttribute.array[ offset ]   = value.x;
              customAttribute.array[ offset + 1 ] = value.y;

              offset += 2;

            }

          } else if ( customAttribute.size === 3 ) {

            if ( customAttribute.type === "c" ) {

              for ( ca = 0; ca < cal; ca ++ ) {

                value = customAttribute.value[ ca ];

                customAttribute.array[ offset ]   = value.r;
                customAttribute.array[ offset + 1 ] = value.g;
                customAttribute.array[ offset + 2 ] = value.b;

                offset += 3;

              }

            } else {

              for ( ca = 0; ca < cal; ca ++ ) {

                value = customAttribute.value[ ca ];

                customAttribute.array[ offset ]   = value.x;
                customAttribute.array[ offset + 1 ] = value.y;
                customAttribute.array[ offset + 2 ] = value.z;

                offset += 3;

              }

            }

          } else if ( customAttribute.size === 4 ) {

            for ( ca = 0; ca < cal; ca ++ ) {

              value = customAttribute.value[ ca ];

              customAttribute.array[ offset ]    = value.x;
              customAttribute.array[ offset + 1  ] = value.y;
              customAttribute.array[ offset + 2  ] = value.z;
              customAttribute.array[ offset + 3  ] = value.w;

              offset += 4;

            }

          }

          _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
          _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );

        }

      }

    }

  };

  function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {

    if ( ! geometryGroup.__inittedArrays ) {

      return;

    }

    var normalType = bufferGuessNormalType( material ),
    vertexColorType = bufferGuessVertexColorType( material ),
    uvType = bufferGuessUVType( material ),

    needsSmoothNormals = ( normalType === THREE.SmoothShading );

    var f, fl, fi, face,
    vertexNormals, faceNormal, normal,
    vertexColors, faceColor,
    vertexTangents,
    uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
    c1, c2, c3, c4,
    sw1, sw2, sw3, sw4,
    si1, si2, si3, si4,
    sa1, sa2, sa3, sa4,
    sb1, sb2, sb3, sb4,
    m, ml, i, il,
    vn, uvi, uv2i,
    vk, vkl, vka,
    nka, chf, faceVertexNormals,
    a,

    vertexIndex = 0,

    offset = 0,
    offset_uv = 0,
    offset_uv2 = 0,
    offset_face = 0,
    offset_normal = 0,
    offset_tangent = 0,
    offset_line = 0,
    offset_color = 0,
    offset_skin = 0,
    offset_morphTarget = 0,
    offset_custom = 0,
    offset_customSrc = 0,

    value,

    vertexArray = geometryGroup.__vertexArray,
    uvArray = geometryGroup.__uvArray,
    uv2Array = geometryGroup.__uv2Array,
    normalArray = geometryGroup.__normalArray,
    tangentArray = geometryGroup.__tangentArray,
    colorArray = geometryGroup.__colorArray,

    skinIndexArray = geometryGroup.__skinIndexArray,
    skinWeightArray = geometryGroup.__skinWeightArray,

    morphTargetsArrays = geometryGroup.__morphTargetsArrays,
    morphNormalsArrays = geometryGroup.__morphNormalsArrays,

    customAttributes = geometryGroup.__webglCustomAttributesList,
    customAttribute,

    faceArray = geometryGroup.__faceArray,
    lineArray = geometryGroup.__lineArray,

    geometry = object.geometry, // this is shared for all chunks

    dirtyVertices = geometry.verticesNeedUpdate,
    dirtyElements = geometry.elementsNeedUpdate,
    dirtyUvs = geometry.uvsNeedUpdate,
    dirtyNormals = geometry.normalsNeedUpdate,
    dirtyTangents = geometry.tangentsNeedUpdate,
    dirtyColors = geometry.colorsNeedUpdate,
    dirtyMorphTargets = geometry.morphTargetsNeedUpdate,

    vertices = geometry.vertices,
    chunk_faces3 = geometryGroup.faces3,
    chunk_faces4 = geometryGroup.faces4,
    obj_faces = geometry.faces,

    obj_uvs  = geometry.faceVertexUvs[ 0 ],
    obj_uvs2 = geometry.faceVertexUvs[ 1 ],

    obj_colors = geometry.colors,

    obj_skinIndices = geometry.skinIndices,
    obj_skinWeights = geometry.skinWeights,

    morphTargets = geometry.morphTargets,
    morphNormals = geometry.morphNormals;

    if ( dirtyVertices ) {

      for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

        face = obj_faces[ chunk_faces3[ f ] ];

        v1 = vertices[ face.a ];
        v2 = vertices[ face.b ];
        v3 = vertices[ face.c ];

        vertexArray[ offset ]     = v1.x;
        vertexArray[ offset + 1 ] = v1.y;
        vertexArray[ offset + 2 ] = v1.z;

        vertexArray[ offset + 3 ] = v2.x;
        vertexArray[ offset + 4 ] = v2.y;
        vertexArray[ offset + 5 ] = v2.z;

        vertexArray[ offset + 6 ] = v3.x;
        vertexArray[ offset + 7 ] = v3.y;
        vertexArray[ offset + 8 ] = v3.z;

        offset += 9;

      }

      for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

        face = obj_faces[ chunk_faces4[ f ] ];

        v1 = vertices[ face.a ];
        v2 = vertices[ face.b ];
        v3 = vertices[ face.c ];
        v4 = vertices[ face.d ];

        vertexArray[ offset ]     = v1.x;
        vertexArray[ offset + 1 ] = v1.y;
        vertexArray[ offset + 2 ] = v1.z;

        vertexArray[ offset + 3 ] = v2.x;
        vertexArray[ offset + 4 ] = v2.y;
        vertexArray[ offset + 5 ] = v2.z;

        vertexArray[ offset + 6 ] = v3.x;
        vertexArray[ offset + 7 ] = v3.y;
        vertexArray[ offset + 8 ] = v3.z;

        vertexArray[ offset + 9 ]  = v4.x;
        vertexArray[ offset + 10 ] = v4.y;
        vertexArray[ offset + 11 ] = v4.z;

        offset += 12;

      }

      _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
      _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

    }

    if ( dirtyMorphTargets ) {

      for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {

        offset_morphTarget = 0;

        for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

          chf = chunk_faces3[ f ];
          face = obj_faces[ chf ];

          // morph positions

          v1 = morphTargets[ vk ].vertices[ face.a ];
          v2 = morphTargets[ vk ].vertices[ face.b ];
          v3 = morphTargets[ vk ].vertices[ face.c ];

          vka = morphTargetsArrays[ vk ];

          vka[ offset_morphTarget ]     = v1.x;
          vka[ offset_morphTarget + 1 ] = v1.y;
          vka[ offset_morphTarget + 2 ] = v1.z;

          vka[ offset_morphTarget + 3 ] = v2.x;
          vka[ offset_morphTarget + 4 ] = v2.y;
          vka[ offset_morphTarget + 5 ] = v2.z;

          vka[ offset_morphTarget + 6 ] = v3.x;
          vka[ offset_morphTarget + 7 ] = v3.y;
          vka[ offset_morphTarget + 8 ] = v3.z;

          // morph normals

          if ( material.morphNormals ) {

            if ( needsSmoothNormals ) {

              faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];

              n1 = faceVertexNormals.a;
              n2 = faceVertexNormals.b;
              n3 = faceVertexNormals.c;

            } else {

              n1 = morphNormals[ vk ].faceNormals[ chf ];
              n2 = n1;
              n3 = n1;

            }

            nka = morphNormalsArrays[ vk ];

            nka[ offset_morphTarget ]     = n1.x;
            nka[ offset_morphTarget + 1 ] = n1.y;
            nka[ offset_morphTarget + 2 ] = n1.z;

            nka[ offset_morphTarget + 3 ] = n2.x;
            nka[ offset_morphTarget + 4 ] = n2.y;
            nka[ offset_morphTarget + 5 ] = n2.z;

            nka[ offset_morphTarget + 6 ] = n3.x;
            nka[ offset_morphTarget + 7 ] = n3.y;
            nka[ offset_morphTarget + 8 ] = n3.z;

          }

          //

          offset_morphTarget += 9;

        }

        for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

          chf = chunk_faces4[ f ];
          face = obj_faces[ chf ];

          // morph positions

          v1 = morphTargets[ vk ].vertices[ face.a ];
          v2 = morphTargets[ vk ].vertices[ face.b ];
          v3 = morphTargets[ vk ].vertices[ face.c ];
          v4 = morphTargets[ vk ].vertices[ face.d ];

          vka = morphTargetsArrays[ vk ];

          vka[ offset_morphTarget ]     = v1.x;
          vka[ offset_morphTarget + 1 ] = v1.y;
          vka[ offset_morphTarget + 2 ] = v1.z;

          vka[ offset_morphTarget + 3 ] = v2.x;
          vka[ offset_morphTarget + 4 ] = v2.y;
          vka[ offset_morphTarget + 5 ] = v2.z;

          vka[ offset_morphTarget + 6 ] = v3.x;
          vka[ offset_morphTarget + 7 ] = v3.y;
          vka[ offset_morphTarget + 8 ] = v3.z;

          vka[ offset_morphTarget + 9 ]  = v4.x;
          vka[ offset_morphTarget + 10 ] = v4.y;
          vka[ offset_morphTarget + 11 ] = v4.z;

          // morph normals

          if ( material.morphNormals ) {

            if ( needsSmoothNormals ) {

              faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];

              n1 = faceVertexNormals.a;
              n2 = faceVertexNormals.b;
              n3 = faceVertexNormals.c;
              n4 = faceVertexNormals.d;

            } else {

              n1 = morphNormals[ vk ].faceNormals[ chf ];
              n2 = n1;
              n3 = n1;
              n4 = n1;

            }

            nka = morphNormalsArrays[ vk ];

            nka[ offset_morphTarget ]     = n1.x;
            nka[ offset_morphTarget + 1 ] = n1.y;
            nka[ offset_morphTarget + 2 ] = n1.z;

            nka[ offset_morphTarget + 3 ] = n2.x;
            nka[ offset_morphTarget + 4 ] = n2.y;
            nka[ offset_morphTarget + 5 ] = n2.z;

            nka[ offset_morphTarget + 6 ] = n3.x;
            nka[ offset_morphTarget + 7 ] = n3.y;
            nka[ offset_morphTarget + 8 ] = n3.z;

            nka[ offset_morphTarget + 9 ]  = n4.x;
            nka[ offset_morphTarget + 10 ] = n4.y;
            nka[ offset_morphTarget + 11 ] = n4.z;

          }

          //

          offset_morphTarget += 12;

        }

        _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
        _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );

        if ( material.morphNormals ) {

          _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
          _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );

        }

      }

    }

    if ( obj_skinWeights.length ) {

      for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

        face = obj_faces[ chunk_faces3[ f ] ];

        // weights

        sw1 = obj_skinWeights[ face.a ];
        sw2 = obj_skinWeights[ face.b ];
        sw3 = obj_skinWeights[ face.c ];

        skinWeightArray[ offset_skin ]     = sw1.x;
        skinWeightArray[ offset_skin + 1 ] = sw1.y;
        skinWeightArray[ offset_skin + 2 ] = sw1.z;
        skinWeightArray[ offset_skin + 3 ] = sw1.w;

        skinWeightArray[ offset_skin + 4 ] = sw2.x;
        skinWeightArray[ offset_skin + 5 ] = sw2.y;
        skinWeightArray[ offset_skin + 6 ] = sw2.z;
        skinWeightArray[ offset_skin + 7 ] = sw2.w;

        skinWeightArray[ offset_skin + 8 ]  = sw3.x;
        skinWeightArray[ offset_skin + 9 ]  = sw3.y;
        skinWeightArray[ offset_skin + 10 ] = sw3.z;
        skinWeightArray[ offset_skin + 11 ] = sw3.w;

        // indices

        si1 = obj_skinIndices[ face.a ];
        si2 = obj_skinIndices[ face.b ];
        si3 = obj_skinIndices[ face.c ];

        skinIndexArray[ offset_skin ]     = si1.x;
        skinIndexArray[ offset_skin + 1 ] = si1.y;
        skinIndexArray[ offset_skin + 2 ] = si1.z;
        skinIndexArray[ offset_skin + 3 ] = si1.w;

        skinIndexArray[ offset_skin + 4 ] = si2.x;
        skinIndexArray[ offset_skin + 5 ] = si2.y;
        skinIndexArray[ offset_skin + 6 ] = si2.z;
        skinIndexArray[ offset_skin + 7 ] = si2.w;

        skinIndexArray[ offset_skin + 8 ]  = si3.x;
        skinIndexArray[ offset_skin + 9 ]  = si3.y;
        skinIndexArray[ offset_skin + 10 ] = si3.z;
        skinIndexArray[ offset_skin + 11 ] = si3.w;

        offset_skin += 12;

      }

      for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

        face = obj_faces[ chunk_faces4[ f ] ];

        // weights

        sw1 = obj_skinWeights[ face.a ];
        sw2 = obj_skinWeights[ face.b ];
        sw3 = obj_skinWeights[ face.c ];
        sw4 = obj_skinWeights[ face.d ];

        skinWeightArray[ offset_skin ]     = sw1.x;
        skinWeightArray[ offset_skin + 1 ] = sw1.y;
        skinWeightArray[ offset_skin + 2 ] = sw1.z;
        skinWeightArray[ offset_skin + 3 ] = sw1.w;

        skinWeightArray[ offset_skin + 4 ] = sw2.x;
        skinWeightArray[ offset_skin + 5 ] = sw2.y;
        skinWeightArray[ offset_skin + 6 ] = sw2.z;
        skinWeightArray[ offset_skin + 7 ] = sw2.w;

        skinWeightArray[ offset_skin + 8 ]  = sw3.x;
        skinWeightArray[ offset_skin + 9 ]  = sw3.y;
        skinWeightArray[ offset_skin + 10 ] = sw3.z;
        skinWeightArray[ offset_skin + 11 ] = sw3.w;

        skinWeightArray[ offset_skin + 12 ] = sw4.x;
        skinWeightArray[ offset_skin + 13 ] = sw4.y;
        skinWeightArray[ offset_skin + 14 ] = sw4.z;
        skinWeightArray[ offset_skin + 15 ] = sw4.w;

        // indices

        si1 = obj_skinIndices[ face.a ];
        si2 = obj_skinIndices[ face.b ];
        si3 = obj_skinIndices[ face.c ];
        si4 = obj_skinIndices[ face.d ];

        skinIndexArray[ offset_skin ]     = si1.x;
        skinIndexArray[ offset_skin + 1 ] = si1.y;
        skinIndexArray[ offset_skin + 2 ] = si1.z;
        skinIndexArray[ offset_skin + 3 ] = si1.w;

        skinIndexArray[ offset_skin + 4 ] = si2.x;
        skinIndexArray[ offset_skin + 5 ] = si2.y;
        skinIndexArray[ offset_skin + 6 ] = si2.z;
        skinIndexArray[ offset_skin + 7 ] = si2.w;

        skinIndexArray[ offset_skin + 8 ]  = si3.x;
        skinIndexArray[ offset_skin + 9 ]  = si3.y;
        skinIndexArray[ offset_skin + 10 ] = si3.z;
        skinIndexArray[ offset_skin + 11 ] = si3.w;

        skinIndexArray[ offset_skin + 12 ] = si4.x;
        skinIndexArray[ offset_skin + 13 ] = si4.y;
        skinIndexArray[ offset_skin + 14 ] = si4.z;
        skinIndexArray[ offset_skin + 15 ] = si4.w;

        offset_skin += 16;

      }

      if ( offset_skin > 0 ) {

        _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
        _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );

        _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
        _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );

      }

    }

    if ( dirtyColors && vertexColorType ) {

      for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

        face = obj_faces[ chunk_faces3[ f ] ];

        vertexColors = face.vertexColors;
        faceColor = face.color;

        if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {

          c1 = vertexColors[ 0 ];
          c2 = vertexColors[ 1 ];
          c3 = vertexColors[ 2 ];

        } else {

          c1 = faceColor;
          c2 = faceColor;
          c3 = faceColor;

        }

        colorArray[ offset_color ]     = c1.r;
        colorArray[ offset_color + 1 ] = c1.g;
        colorArray[ offset_color + 2 ] = c1.b;

        colorArray[ offset_color + 3 ] = c2.r;
        colorArray[ offset_color + 4 ] = c2.g;
        colorArray[ offset_color + 5 ] = c2.b;

        colorArray[ offset_color + 6 ] = c3.r;
        colorArray[ offset_color + 7 ] = c3.g;
        colorArray[ offset_color + 8 ] = c3.b;

        offset_color += 9;

      }

      for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

        face = obj_faces[ chunk_faces4[ f ] ];

        vertexColors = face.vertexColors;
        faceColor = face.color;

        if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {

          c1 = vertexColors[ 0 ];
          c2 = vertexColors[ 1 ];
          c3 = vertexColors[ 2 ];
          c4 = vertexColors[ 3 ];

        } else {

          c1 = faceColor;
          c2 = faceColor;
          c3 = faceColor;
          c4 = faceColor;

        }

        colorArray[ offset_color ]     = c1.r;
        colorArray[ offset_color + 1 ] = c1.g;
        colorArray[ offset_color + 2 ] = c1.b;

        colorArray[ offset_color + 3 ] = c2.r;
        colorArray[ offset_color + 4 ] = c2.g;
        colorArray[ offset_color + 5 ] = c2.b;

        colorArray[ offset_color + 6 ] = c3.r;
        colorArray[ offset_color + 7 ] = c3.g;
        colorArray[ offset_color + 8 ] = c3.b;

        colorArray[ offset_color + 9 ]  = c4.r;
        colorArray[ offset_color + 10 ] = c4.g;
        colorArray[ offset_color + 11 ] = c4.b;

        offset_color += 12;

      }

      if ( offset_color > 0 ) {

        _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
        _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

      }

    }

    if ( dirtyTangents && geometry.hasTangents ) {

      for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

        face = obj_faces[ chunk_faces3[ f ] ];

        vertexTangents = face.vertexTangents;

        t1 = vertexTangents[ 0 ];
        t2 = vertexTangents[ 1 ];
        t3 = vertexTangents[ 2 ];

        tangentArray[ offset_tangent ]     = t1.x;
        tangentArray[ offset_tangent + 1 ] = t1.y;
        tangentArray[ offset_tangent + 2 ] = t1.z;
        tangentArray[ offset_tangent + 3 ] = t1.w;

        tangentArray[ offset_tangent + 4 ] = t2.x;
        tangentArray[ offset_tangent + 5 ] = t2.y;
        tangentArray[ offset_tangent + 6 ] = t2.z;
        tangentArray[ offset_tangent + 7 ] = t2.w;

        tangentArray[ offset_tangent + 8 ]  = t3.x;
        tangentArray[ offset_tangent + 9 ]  = t3.y;
        tangentArray[ offset_tangent + 10 ] = t3.z;
        tangentArray[ offset_tangent + 11 ] = t3.w;

        offset_tangent += 12;

      }

      for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

        face = obj_faces[ chunk_faces4[ f ] ];

        vertexTangents = face.vertexTangents;

        t1 = vertexTangents[ 0 ];
        t2 = vertexTangents[ 1 ];
        t3 = vertexTangents[ 2 ];
        t4 = vertexTangents[ 3 ];

        tangentArray[ offset_tangent ]     = t1.x;
        tangentArray[ offset_tangent + 1 ] = t1.y;
        tangentArray[ offset_tangent + 2 ] = t1.z;
        tangentArray[ offset_tangent + 3 ] = t1.w;

        tangentArray[ offset_tangent + 4 ] = t2.x;
        tangentArray[ offset_tangent + 5 ] = t2.y;
        tangentArray[ offset_tangent + 6 ] = t2.z;
        tangentArray[ offset_tangent + 7 ] = t2.w;

        tangentArray[ offset_tangent + 8 ]  = t3.x;
        tangentArray[ offset_tangent + 9 ]  = t3.y;
        tangentArray[ offset_tangent + 10 ] = t3.z;
        tangentArray[ offset_tangent + 11 ] = t3.w;

        tangentArray[ offset_tangent + 12 ] = t4.x;
        tangentArray[ offset_tangent + 13 ] = t4.y;
        tangentArray[ offset_tangent + 14 ] = t4.z;
        tangentArray[ offset_tangent + 15 ] = t4.w;

        offset_tangent += 16;

      }

      _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
      _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );

    }

    if ( dirtyNormals && normalType ) {

      for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

        face = obj_faces[ chunk_faces3[ f ] ];

        vertexNormals = face.vertexNormals;
        faceNormal = face.normal;

        if ( vertexNormals.length === 3 && needsSmoothNormals ) {

          for ( i = 0; i < 3; i ++ ) {

            vn = vertexNormals[ i ];

            normalArray[ offset_normal ]     = vn.x;
            normalArray[ offset_normal + 1 ] = vn.y;
            normalArray[ offset_normal + 2 ] = vn.z;

            offset_normal += 3;

          }

        } else {

          for ( i = 0; i < 3; i ++ ) {

            normalArray[ offset_normal ]     = faceNormal.x;
            normalArray[ offset_normal + 1 ] = faceNormal.y;
            normalArray[ offset_normal + 2 ] = faceNormal.z;

            offset_normal += 3;

          }

        }

      }

      for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

        face = obj_faces[ chunk_faces4[ f ] ];

        vertexNormals = face.vertexNormals;
        faceNormal = face.normal;

        if ( vertexNormals.length === 4 && needsSmoothNormals ) {

          for ( i = 0; i < 4; i ++ ) {

            vn = vertexNormals[ i ];

            normalArray[ offset_normal ]     = vn.x;
            normalArray[ offset_normal + 1 ] = vn.y;
            normalArray[ offset_normal + 2 ] = vn.z;

            offset_normal += 3;

          }

        } else {

          for ( i = 0; i < 4; i ++ ) {

            normalArray[ offset_normal ]     = faceNormal.x;
            normalArray[ offset_normal + 1 ] = faceNormal.y;
            normalArray[ offset_normal + 2 ] = faceNormal.z;

            offset_normal += 3;

          }

        }

      }

      _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
      _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );

    }

    if ( dirtyUvs && obj_uvs && uvType ) {

      for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

        fi = chunk_faces3[ f ];

        uv = obj_uvs[ fi ];

        if ( uv === undefined ) continue;

        for ( i = 0; i < 3; i ++ ) {

          uvi = uv[ i ];

          uvArray[ offset_uv ]     = uvi.x;
          uvArray[ offset_uv + 1 ] = uvi.y;

          offset_uv += 2;

        }

      }

      for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

        fi = chunk_faces4[ f ];

        uv = obj_uvs[ fi ];

        if ( uv === undefined ) continue;

        for ( i = 0; i < 4; i ++ ) {

          uvi = uv[ i ];

          uvArray[ offset_uv ]     = uvi.x;
          uvArray[ offset_uv + 1 ] = uvi.y;

          offset_uv += 2;

        }

      }

      if ( offset_uv > 0 ) {

        _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
        _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );

      }

    }

    if ( dirtyUvs && obj_uvs2 && uvType ) {

      for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

        fi = chunk_faces3[ f ];

        uv2 = obj_uvs2[ fi ];

        if ( uv2 === undefined ) continue;

        for ( i = 0; i < 3; i ++ ) {

          uv2i = uv2[ i ];

          uv2Array[ offset_uv2 ]     = uv2i.x;
          uv2Array[ offset_uv2 + 1 ] = uv2i.y;

          offset_uv2 += 2;

        }

      }

      for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

        fi = chunk_faces4[ f ];

        uv2 = obj_uvs2[ fi ];

        if ( uv2 === undefined ) continue;

        for ( i = 0; i < 4; i ++ ) {

          uv2i = uv2[ i ];

          uv2Array[ offset_uv2 ]     = uv2i.x;
          uv2Array[ offset_uv2 + 1 ] = uv2i.y;

          offset_uv2 += 2;

        }

      }

      if ( offset_uv2 > 0 ) {

        _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
        _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );

      }

    }

    if ( dirtyElements ) {

      for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

        faceArray[ offset_face ]   = vertexIndex;
        faceArray[ offset_face + 1 ] = vertexIndex + 1;
        faceArray[ offset_face + 2 ] = vertexIndex + 2;

        offset_face += 3;

        lineArray[ offset_line ]     = vertexIndex;
        lineArray[ offset_line + 1 ] = vertexIndex + 1;

        lineArray[ offset_line + 2 ] = vertexIndex;
        lineArray[ offset_line + 3 ] = vertexIndex + 2;

        lineArray[ offset_line + 4 ] = vertexIndex + 1;
        lineArray[ offset_line + 5 ] = vertexIndex + 2;

        offset_line += 6;

        vertexIndex += 3;

      }

      for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

        faceArray[ offset_face ]     = vertexIndex;
        faceArray[ offset_face + 1 ] = vertexIndex + 1;
        faceArray[ offset_face + 2 ] = vertexIndex + 3;

        faceArray[ offset_face + 3 ] = vertexIndex + 1;
        faceArray[ offset_face + 4 ] = vertexIndex + 2;
        faceArray[ offset_face + 5 ] = vertexIndex + 3;

        offset_face += 6;

        lineArray[ offset_line ]     = vertexIndex;
        lineArray[ offset_line + 1 ] = vertexIndex + 1;

        lineArray[ offset_line + 2 ] = vertexIndex;
        lineArray[ offset_line + 3 ] = vertexIndex + 3;

        lineArray[ offset_line + 4 ] = vertexIndex + 1;
        lineArray[ offset_line + 5 ] = vertexIndex + 2;

        lineArray[ offset_line + 6 ] = vertexIndex + 2;
        lineArray[ offset_line + 7 ] = vertexIndex + 3;

        offset_line += 8;

        vertexIndex += 4;

      }

      _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
      _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );

      _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
      _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );

    }

    if ( customAttributes ) {

      for ( i = 0, il = customAttributes.length; i < il; i ++ ) {

        customAttribute = customAttributes[ i ];

        if ( ! customAttribute.__original.needsUpdate ) continue;

        offset_custom = 0;
        offset_customSrc = 0;

        if ( customAttribute.size === 1 ) {

          if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {

            for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

              face = obj_faces[ chunk_faces3[ f ] ];

              customAttribute.array[ offset_custom ]     = customAttribute.value[ face.a ];
              customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
              customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];

              offset_custom += 3;

            }

            for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

              face = obj_faces[ chunk_faces4[ f ] ];

              customAttribute.array[ offset_custom ]     = customAttribute.value[ face.a ];
              customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
              customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
              customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];

              offset_custom += 4;

            }

          } else if ( customAttribute.boundTo === "faces" ) {

            for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

              value = customAttribute.value[ chunk_faces3[ f ] ];

              customAttribute.array[ offset_custom ]     = value;
              customAttribute.array[ offset_custom + 1 ] = value;
              customAttribute.array[ offset_custom + 2 ] = value;

              offset_custom += 3;

            }

            for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

              value = customAttribute.value[ chunk_faces4[ f ] ];

              customAttribute.array[ offset_custom ]     = value;
              customAttribute.array[ offset_custom + 1 ] = value;
              customAttribute.array[ offset_custom + 2 ] = value;
              customAttribute.array[ offset_custom + 3 ] = value;

              offset_custom += 4;

            }

          }

        } else if ( customAttribute.size === 2 ) {

          if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {

            for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

              face = obj_faces[ chunk_faces3[ f ] ];

              v1 = customAttribute.value[ face.a ];
              v2 = customAttribute.value[ face.b ];
              v3 = customAttribute.value[ face.c ];

              customAttribute.array[ offset_custom ]     = v1.x;
              customAttribute.array[ offset_custom + 1 ] = v1.y;

              customAttribute.array[ offset_custom + 2 ] = v2.x;
              customAttribute.array[ offset_custom + 3 ] = v2.y;

              customAttribute.array[ offset_custom + 4 ] = v3.x;
              customAttribute.array[ offset_custom + 5 ] = v3.y;

              offset_custom += 6;

            }

            for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

              face = obj_faces[ chunk_faces4[ f ] ];

              v1 = customAttribute.value[ face.a ];
              v2 = customAttribute.value[ face.b ];
              v3 = customAttribute.value[ face.c ];
              v4 = customAttribute.value[ face.d ];

              customAttribute.array[ offset_custom ]     = v1.x;
              customAttribute.array[ offset_custom + 1 ] = v1.y;

              customAttribute.array[ offset_custom + 2 ] = v2.x;
              customAttribute.array[ offset_custom + 3 ] = v2.y;

              customAttribute.array[ offset_custom + 4 ] = v3.x;
              customAttribute.array[ offset_custom + 5 ] = v3.y;

              customAttribute.array[ offset_custom + 6 ] = v4.x;
              customAttribute.array[ offset_custom + 7 ] = v4.y;

              offset_custom += 8;

            }

          } else if ( customAttribute.boundTo === "faces" ) {

            for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

              value = customAttribute.value[ chunk_faces3[ f ] ];

              v1 = value;
              v2 = value;
              v3 = value;

              customAttribute.array[ offset_custom ]     = v1.x;
              customAttribute.array[ offset_custom + 1 ] = v1.y;

              customAttribute.array[ offset_custom + 2 ] = v2.x;
              customAttribute.array[ offset_custom + 3 ] = v2.y;

              customAttribute.array[ offset_custom + 4 ] = v3.x;
              customAttribute.array[ offset_custom + 5 ] = v3.y;

              offset_custom += 6;

            }

            for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

              value = customAttribute.value[ chunk_faces4[ f ] ];

              v1 = value;
              v2 = value;
              v3 = value;
              v4 = value;

              customAttribute.array[ offset_custom ]     = v1.x;
              customAttribute.array[ offset_custom + 1 ] = v1.y;

              customAttribute.array[ offset_custom + 2 ] = v2.x;
              customAttribute.array[ offset_custom + 3 ] = v2.y;

              customAttribute.array[ offset_custom + 4 ] = v3.x;
              customAttribute.array[ offset_custom + 5 ] = v3.y;

              customAttribute.array[ offset_custom + 6 ] = v4.x;
              customAttribute.array[ offset_custom + 7 ] = v4.y;

              offset_custom += 8;

            }

          }

        } else if ( customAttribute.size === 3 ) {

          var pp;

          if ( customAttribute.type === "c" ) {

            pp = [ "r", "g", "b" ];

          } else {

            pp = [ "x", "y", "z" ];

          }

          if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {

            for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

              face = obj_faces[ chunk_faces3[ f ] ];

              v1 = customAttribute.value[ face.a ];
              v2 = customAttribute.value[ face.b ];
              v3 = customAttribute.value[ face.c ];

              customAttribute.array[ offset_custom ]     = v1[ pp[ 0 ] ];
              customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
              customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];

              customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
              customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
              customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];

              customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
              customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
              customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];

              offset_custom += 9;

            }

            for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

              face = obj_faces[ chunk_faces4[ f ] ];

              v1 = customAttribute.value[ face.a ];
              v2 = customAttribute.value[ face.b ];
              v3 = customAttribute.value[ face.c ];
              v4 = customAttribute.value[ face.d ];

              customAttribute.array[ offset_custom  ]   = v1[ pp[ 0 ] ];
              customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
              customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];

              customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
              customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
              customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];

              customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
              customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
              customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];

              customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
              customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
              customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];

              offset_custom += 12;

            }

          } else if ( customAttribute.boundTo === "faces" ) {

            for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

              value = customAttribute.value[ chunk_faces3[ f ] ];

              v1 = value;
              v2 = value;
              v3 = value;

              customAttribute.array[ offset_custom ]     = v1[ pp[ 0 ] ];
              customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
              customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];

              customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
              customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
              customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];

              customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
              customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
              customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];

              offset_custom += 9;

            }

            for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

              value = customAttribute.value[ chunk_faces4[ f ] ];

              v1 = value;
              v2 = value;
              v3 = value;
              v4 = value;

              customAttribute.array[ offset_custom  ]   = v1[ pp[ 0 ] ];
              customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
              customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];

              customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
              customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
              customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];

              customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
              customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
              customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];

              customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
              customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
              customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];

              offset_custom += 12;

            }

          } else if ( customAttribute.boundTo === "faceVertices" ) {

            for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

              value = customAttribute.value[ chunk_faces3[ f ] ];

              v1 = value[ 0 ];
              v2 = value[ 1 ];
              v3 = value[ 2 ];

              customAttribute.array[ offset_custom ]     = v1[ pp[ 0 ] ];
              customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
              customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];

              customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
              customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
              customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];

              customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
              customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
              customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];

              offset_custom += 9;

            }

            for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

              value = customAttribute.value[ chunk_faces4[ f ] ];

              v1 = value[ 0 ];
              v2 = value[ 1 ];
              v3 = value[ 2 ];
              v4 = value[ 3 ];

              customAttribute.array[ offset_custom  ]   = v1[ pp[ 0 ] ];
              customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
              customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];

              customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
              customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
              customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];

              customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
              customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
              customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];

              customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
              customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
              customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];

              offset_custom += 12;

            }

          }

        } else if ( customAttribute.size === 4 ) {

          if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {

            for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

              face = obj_faces[ chunk_faces3[ f ] ];

              v1 = customAttribute.value[ face.a ];
              v2 = customAttribute.value[ face.b ];
              v3 = customAttribute.value[ face.c ];

              customAttribute.array[ offset_custom  ]   = v1.x;
              customAttribute.array[ offset_custom + 1  ] = v1.y;
              customAttribute.array[ offset_custom + 2  ] = v1.z;
              customAttribute.array[ offset_custom + 3  ] = v1.w;

              customAttribute.array[ offset_custom + 4  ] = v2.x;
              customAttribute.array[ offset_custom + 5  ] = v2.y;
              customAttribute.array[ offset_custom + 6  ] = v2.z;
              customAttribute.array[ offset_custom + 7  ] = v2.w;

              customAttribute.array[ offset_custom + 8  ] = v3.x;
              customAttribute.array[ offset_custom + 9  ] = v3.y;
              customAttribute.array[ offset_custom + 10 ] = v3.z;
              customAttribute.array[ offset_custom + 11 ] = v3.w;

              offset_custom += 12;

            }

            for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

              face = obj_faces[ chunk_faces4[ f ] ];

              v1 = customAttribute.value[ face.a ];
              v2 = customAttribute.value[ face.b ];
              v3 = customAttribute.value[ face.c ];
              v4 = customAttribute.value[ face.d ];

              customAttribute.array[ offset_custom  ]   = v1.x;
              customAttribute.array[ offset_custom + 1  ] = v1.y;
              customAttribute.array[ offset_custom + 2  ] = v1.z;
              customAttribute.array[ offset_custom + 3  ] = v1.w;

              customAttribute.array[ offset_custom + 4  ] = v2.x;
              customAttribute.array[ offset_custom + 5  ] = v2.y;
              customAttribute.array[ offset_custom + 6  ] = v2.z;
              customAttribute.array[ offset_custom + 7  ] = v2.w;

              customAttribute.array[ offset_custom + 8  ] = v3.x;
              customAttribute.array[ offset_custom + 9  ] = v3.y;
              customAttribute.array[ offset_custom + 10 ] = v3.z;
              customAttribute.array[ offset_custom + 11 ] = v3.w;

              customAttribute.array[ offset_custom + 12 ] = v4.x;
              customAttribute.array[ offset_custom + 13 ] = v4.y;
              customAttribute.array[ offset_custom + 14 ] = v4.z;
              customAttribute.array[ offset_custom + 15 ] = v4.w;

              offset_custom += 16;

            }

          } else if ( customAttribute.boundTo === "faces" ) {

            for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

              value = customAttribute.value[ chunk_faces3[ f ] ];

              v1 = value;
              v2 = value;
              v3 = value;

              customAttribute.array[ offset_custom  ]   = v1.x;
              customAttribute.array[ offset_custom + 1  ] = v1.y;
              customAttribute.array[ offset_custom + 2  ] = v1.z;
              customAttribute.array[ offset_custom + 3  ] = v1.w;

              customAttribute.array[ offset_custom + 4  ] = v2.x;
              customAttribute.array[ offset_custom + 5  ] = v2.y;
              customAttribute.array[ offset_custom + 6  ] = v2.z;
              customAttribute.array[ offset_custom + 7  ] = v2.w;

              customAttribute.array[ offset_custom + 8  ] = v3.x;
              customAttribute.array[ offset_custom + 9  ] = v3.y;
              customAttribute.array[ offset_custom + 10 ] = v3.z;
              customAttribute.array[ offset_custom + 11 ] = v3.w;

              offset_custom += 12;

            }

            for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

              value = customAttribute.value[ chunk_faces4[ f ] ];

              v1 = value;
              v2 = value;
              v3 = value;
              v4 = value;

              customAttribute.array[ offset_custom  ]   = v1.x;
              customAttribute.array[ offset_custom + 1  ] = v1.y;
              customAttribute.array[ offset_custom + 2  ] = v1.z;
              customAttribute.array[ offset_custom + 3  ] = v1.w;

              customAttribute.array[ offset_custom + 4  ] = v2.x;
              customAttribute.array[ offset_custom + 5  ] = v2.y;
              customAttribute.array[ offset_custom + 6  ] = v2.z;
              customAttribute.array[ offset_custom + 7  ] = v2.w;

              customAttribute.array[ offset_custom + 8  ] = v3.x;
              customAttribute.array[ offset_custom + 9  ] = v3.y;
              customAttribute.array[ offset_custom + 10 ] = v3.z;
              customAttribute.array[ offset_custom + 11 ] = v3.w;

              customAttribute.array[ offset_custom + 12 ] = v4.x;
              customAttribute.array[ offset_custom + 13 ] = v4.y;
              customAttribute.array[ offset_custom + 14 ] = v4.z;
              customAttribute.array[ offset_custom + 15 ] = v4.w;

              offset_custom += 16;

            }

          } else if ( customAttribute.boundTo === "faceVertices" ) {

            for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

              value = customAttribute.value[ chunk_faces3[ f ] ];

              v1 = value[ 0 ];
              v2 = value[ 1 ];
              v3 = value[ 2 ];

              customAttribute.array[ offset_custom  ]   = v1.x;
              customAttribute.array[ offset_custom + 1  ] = v1.y;
              customAttribute.array[ offset_custom + 2  ] = v1.z;
              customAttribute.array[ offset_custom + 3  ] = v1.w;

              customAttribute.array[ offset_custom + 4  ] = v2.x;
              customAttribute.array[ offset_custom + 5  ] = v2.y;
              customAttribute.array[ offset_custom + 6  ] = v2.z;
              customAttribute.array[ offset_custom + 7  ] = v2.w;

              customAttribute.array[ offset_custom + 8  ] = v3.x;
              customAttribute.array[ offset_custom + 9  ] = v3.y;
              customAttribute.array[ offset_custom + 10 ] = v3.z;
              customAttribute.array[ offset_custom + 11 ] = v3.w;

              offset_custom += 12;

            }

            for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

              value = customAttribute.value[ chunk_faces4[ f ] ];

              v1 = value[ 0 ];
              v2 = value[ 1 ];
              v3 = value[ 2 ];
              v4 = value[ 3 ];

              customAttribute.array[ offset_custom  ]   = v1.x;
              customAttribute.array[ offset_custom + 1  ] = v1.y;
              customAttribute.array[ offset_custom + 2  ] = v1.z;
              customAttribute.array[ offset_custom + 3  ] = v1.w;

              customAttribute.array[ offset_custom + 4  ] = v2.x;
              customAttribute.array[ offset_custom + 5  ] = v2.y;
              customAttribute.array[ offset_custom + 6  ] = v2.z;
              customAttribute.array[ offset_custom + 7  ] = v2.w;

              customAttribute.array[ offset_custom + 8  ] = v3.x;
              customAttribute.array[ offset_custom + 9  ] = v3.y;
              customAttribute.array[ offset_custom + 10 ] = v3.z;
              customAttribute.array[ offset_custom + 11 ] = v3.w;

              customAttribute.array[ offset_custom + 12 ] = v4.x;
              customAttribute.array[ offset_custom + 13 ] = v4.y;
              customAttribute.array[ offset_custom + 14 ] = v4.z;
              customAttribute.array[ offset_custom + 15 ] = v4.w;

              offset_custom += 16;

            }

          }

        }

        _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
        _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );

      }

    }

    if ( dispose ) {

      delete geometryGroup.__inittedArrays;
      delete geometryGroup.__colorArray;
      delete geometryGroup.__normalArray;
      delete geometryGroup.__tangentArray;
      delete geometryGroup.__uvArray;
      delete geometryGroup.__uv2Array;
      delete geometryGroup.__faceArray;
      delete geometryGroup.__vertexArray;
      delete geometryGroup.__lineArray;
      delete geometryGroup.__skinIndexArray;
      delete geometryGroup.__skinWeightArray;

    }

  };

  function setDirectBuffers ( geometry, hint, dispose ) {

    var attributes = geometry.attributes;

    var attributeName, attributeItem;

    for ( attributeName in attributes ) {

      attributeItem = attributes[ attributeName ];

      if ( attributeItem.needsUpdate ) {

        if ( attributeName === 'index' ) {

          _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
          _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );

        } else {

          _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
          _gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );

        }

        attributeItem.needsUpdate = false;

      }

      if ( dispose && ! attributeItem.dynamic ) {

        attributeItem.array = null;

      }

    }

  };

  // Buffer rendering

  this.renderBufferImmediate = function ( object, program, material ) {

    if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
    if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
    if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
    if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();

    if ( object.hasPositions ) {

      _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
      _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
      _gl.enableVertexAttribArray( program.attributes.position );
      _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );

    }

    if ( object.hasNormals ) {

      _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );

      if ( material.shading === THREE.FlatShading ) {

        var nx, ny, nz,
          nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
          normalArray,
          i, il = object.count * 3;

        for( i = 0; i < il; i += 9 ) {

          normalArray = object.normalArray;

          nax  = normalArray[ i ];
          nay  = normalArray[ i + 1 ];
          naz  = normalArray[ i + 2 ];

          nbx  = normalArray[ i + 3 ];
          nby  = normalArray[ i + 4 ];
          nbz  = normalArray[ i + 5 ];

          ncx  = normalArray[ i + 6 ];
          ncy  = normalArray[ i + 7 ];
          ncz  = normalArray[ i + 8 ];

          nx = ( nax + nbx + ncx ) / 3;
          ny = ( nay + nby + ncy ) / 3;
          nz = ( naz + nbz + ncz ) / 3;

          normalArray[ i ]   = nx;
          normalArray[ i + 1 ] = ny;
          normalArray[ i + 2 ] = nz;

          normalArray[ i + 3 ] = nx;
          normalArray[ i + 4 ] = ny;
          normalArray[ i + 5 ] = nz;

          normalArray[ i + 6 ] = nx;
          normalArray[ i + 7 ] = ny;
          normalArray[ i + 8 ] = nz;

        }

      }

      _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
      _gl.enableVertexAttribArray( program.attributes.normal );
      _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );

    }

    if ( object.hasUvs && material.map ) {

      _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
      _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
      _gl.enableVertexAttribArray( program.attributes.uv );
      _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );

    }

    if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {

      _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
      _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
      _gl.enableVertexAttribArray( program.attributes.color );
      _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );

    }

    _gl.drawArrays( _gl.TRIANGLES, 0, object.count );

    object.count = 0;

  };

  this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {

    if ( material.visible === false ) return;

    var linewidth, a, attribute;
    var attributeItem, attributeName, attributePointer, attributeSize;

    var program = setProgram( camera, lights, fog, material, object );

    var programAttributes = program.attributes;
    var geometryAttributes = geometry.attributes;

    var updateBuffers = false,
      wireframeBit = material.wireframe ? 1 : 0,
      geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;

    if ( geometryHash !== _currentGeometryGroupHash ) {

      _currentGeometryGroupHash = geometryHash;
      updateBuffers = true;

    }

    if ( updateBuffers ) {

      disableAttributes();

    }

    // render mesh

    if ( object instanceof THREE.Mesh ) {

      var index = geometryAttributes[ "index" ];

      // indexed triangles

      if ( index ) {

        var offsets = geometry.offsets;

        // if there is more than 1 chunk
        // must set attribute pointers to use new offsets for each chunk
        // even if geometry and materials didn't change

        if ( offsets.length > 1 ) updateBuffers = true;

        for ( var i = 0, il = offsets.length; i < il; i ++ ) {

          var startIndex = offsets[ i ].index;

          if ( updateBuffers ) {

            for ( attributeName in geometryAttributes ) {

              if ( attributeName === 'index' ) continue;

              attributePointer = programAttributes[ attributeName ];
              attributeItem = geometryAttributes[ attributeName ];
              attributeSize = attributeItem.itemSize;

              if ( attributePointer >= 0 ) {

                _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
                enableAttribute( attributePointer );
                _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32

              }

            }

            // indices

            _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );

          }

          // render indexed triangles

          _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16

          _this.info.render.calls ++;
          _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
          _this.info.render.faces += offsets[ i ].count / 3;

        }

      // non-indexed triangles

      } else {

        if ( updateBuffers ) {

          for ( attributeName in geometryAttributes ) {

            if ( attributeName === 'index') continue;

            attributePointer = programAttributes[ attributeName ];
            attributeItem = geometryAttributes[ attributeName ];
            attributeSize = attributeItem.itemSize;

            if ( attributePointer >= 0 ) {

              _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
              enableAttribute( attributePointer );
              _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );

            }

          }

        }

        var position = geometry.attributes[ "position" ];

        // render non-indexed triangles

        _gl.drawArrays( _gl.TRIANGLES, 0, position.numItems / 3 );

        _this.info.render.calls ++;
        _this.info.render.vertices += position.numItems / 3;
        _this.info.render.faces += position.numItems / 3 / 3;

      }

    // render particles

    } else if ( object instanceof THREE.ParticleSystem ) {

      if ( updateBuffers ) {

        for ( attributeName in geometryAttributes ) {

          attributePointer = programAttributes[ attributeName ];
          attributeItem = geometryAttributes[ attributeName ];
          attributeSize = attributeItem.itemSize;

          if ( attributePointer >= 0 ) {

            _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
            enableAttribute( attributePointer );
            _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );

          }

        }

        var position = geometryAttributes[ "position" ];

        // render particles

        _gl.drawArrays( _gl.POINTS, 0, position.numItems / 3 );

        _this.info.render.calls ++;
        _this.info.render.points += position.numItems / 3;

      }

    } else if ( object instanceof THREE.Line ) {

      if ( updateBuffers ) {

        for ( attributeName in geometryAttributes ) {

          attributePointer = programAttributes[ attributeName ];
          attributeItem = geometryAttributes[ attributeName ];
          attributeSize = attributeItem.itemSize;

          if ( attributePointer >= 0 ) {

            _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
            enableAttribute( attributePointer );
            _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );

          }

        }

        // render lines

        var primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;

        setLineWidth( material.linewidth );

        var position = geometryAttributes[ "position" ];

        _gl.drawArrays( primitives, 0, position.numItems / 3 );

        _this.info.render.calls ++;
        _this.info.render.points += position.numItems;

      }

      }

  };

  this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {

    if ( material.visible === false ) return;

    var linewidth, a, attribute, i, il;

    var program = setProgram( camera, lights, fog, material, object );

    var attributes = program.attributes;

    var updateBuffers = false,
      wireframeBit = material.wireframe ? 1 : 0,
      geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;

    if ( geometryGroupHash !== _currentGeometryGroupHash ) {

      _currentGeometryGroupHash = geometryGroupHash;
      updateBuffers = true;

    }

    if ( updateBuffers ) {

      disableAttributes();

    }

    // vertices

    if ( !material.morphTargets && attributes.position >= 0 ) {

      if ( updateBuffers ) {

        _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
        enableAttribute( attributes.position );
        _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

      }

    } else {

      if ( object.morphTargetBase ) {

        setupMorphTargets( material, geometryGroup, object );

      }

    }


    if ( updateBuffers ) {

      // custom attributes

      // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers

      if ( geometryGroup.__webglCustomAttributesList ) {

        for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {

          attribute = geometryGroup.__webglCustomAttributesList[ i ];

          if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {

            _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
            enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
            _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );

          }

        }

      }


      // colors

      if ( attributes.color >= 0 ) {

        _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
        enableAttribute( attributes.color );
        _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );

      }

      // normals

      if ( attributes.normal >= 0 ) {

        _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
        enableAttribute( attributes.normal );
        _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );

      }

      // tangents

      if ( attributes.tangent >= 0 ) {

        _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
        enableAttribute( attributes.tangent );
        _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );

      }

      // uvs

      if ( attributes.uv >= 0 ) {

        _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
        enableAttribute( attributes.uv );
        _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );

      }

      if ( attributes.uv2 >= 0 ) {

        _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
        enableAttribute( attributes.uv2 );
        _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );

      }

      if ( material.skinning &&
         attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {

        _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
        enableAttribute( attributes.skinIndex );
        _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );

        _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
        enableAttribute( attributes.skinWeight );
        _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );

      }

      // line distances

      if ( attributes.lineDistance >= 0 ) {

        _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
        enableAttribute( attributes.lineDistance );
        _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );

      }

    }

    // render mesh

    if ( object instanceof THREE.Mesh ) {

      // wireframe

      if ( material.wireframe ) {

        setLineWidth( material.wireframeLinewidth );

        if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
        _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );

      // triangles

      } else {

        if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
        _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );

      }

      _this.info.render.calls ++;
      _this.info.render.vertices += geometryGroup.__webglFaceCount;
      _this.info.render.faces += geometryGroup.__webglFaceCount / 3;

    // render lines

    } else if ( object instanceof THREE.Line ) {

      var primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;

      setLineWidth( material.linewidth );

      _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );

      _this.info.render.calls ++;

    // render particles

    } else if ( object instanceof THREE.ParticleSystem ) {

      _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );

      _this.info.render.calls ++;
      _this.info.render.points += geometryGroup.__webglParticleCount;

    // render ribbon

    } else if ( object instanceof THREE.Ribbon ) {

      _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );

      _this.info.render.calls ++;

    }

  };

  function enableAttribute( attribute ) {

    if ( ! _enabledAttributes[ attribute ] ) {

      _gl.enableVertexAttribArray( attribute );
      _enabledAttributes[ attribute ] = true;

    }

  };

  function disableAttributes() {

    for ( var attribute in _enabledAttributes ) {

      if ( _enabledAttributes[ attribute ] ) {

        _gl.disableVertexAttribArray( attribute );
        _enabledAttributes[ attribute ] = false;

      }

    }

  };

  function setupMorphTargets ( material, geometryGroup, object ) {

    // set base

    var attributes = material.program.attributes;

    if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {

      _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
      enableAttribute( attributes.position );
      _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

    } else if ( attributes.position >= 0 ) {

      _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
      enableAttribute( attributes.position );
      _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

    }

    if ( object.morphTargetForcedOrder.length ) {

      // set forced order

      var m = 0;
      var order = object.morphTargetForcedOrder;
      var influences = object.morphTargetInfluences;

      while ( m < material.numSupportedMorphTargets && m < order.length ) {

        if ( attributes[ "morphTarget" + m ] >= 0 ) {

          _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
          enableAttribute( attributes[ "morphTarget" + m ] );
          _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

        }

        if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {

          _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
          enableAttribute( attributes[ "morphNormal" + m ] );
          _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );

        }

        object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];

        m ++;
      }

    } else {

      // find the most influencing

      var influence, activeInfluenceIndices = [];
      var influences = object.morphTargetInfluences;
      var i, il = influences.length;

      for ( i = 0; i < il; i ++ ) {

        influence = influences[ i ];

        if ( influence > 0 ) {

          activeInfluenceIndices.push( [ influence, i ] );

        }

      }

      if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {

        activeInfluenceIndices.sort( numericalSort );
        activeInfluenceIndices.length = material.numSupportedMorphTargets;

      } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {

        activeInfluenceIndices.sort( numericalSort );

      } else if ( activeInfluenceIndices.length === 0 ) {

        activeInfluenceIndices.push( [ 0, 0 ] );

      };

      var influenceIndex, m = 0;

      while ( m < material.numSupportedMorphTargets ) {

        if ( activeInfluenceIndices[ m ] ) {

          influenceIndex = activeInfluenceIndices[ m ][ 1 ];

          if ( attributes[ "morphTarget" + m ] >= 0 ) {

            _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
            enableAttribute( attributes[ "morphTarget" + m ] );
            _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

          }

          if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {

            _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
            enableAttribute( attributes[ "morphNormal" + m ] );
            _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );


          }

          object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];

        } else {

          /*
          _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

          if ( material.morphNormals ) {

            _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );

          }
          */

          object.__webglMorphTargetInfluences[ m ] = 0;

        }

        m ++;

      }

    }

    // load updated influences uniform

    if ( material.program.uniforms.morphTargetInfluences !== null ) {

      _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );

    }

  };

  // Sorting

  function painterSortStable ( a, b ) {

    if ( a.z !== b.z ) {

      return b.z - a.z;

    } else {

      return a.id - b.id;

    }

  };

  function numericalSort ( a, b ) {

    return b[ 0 ] - a[ 0 ];

  };


  // Rendering

  this.render = function ( scene, camera, renderTarget, forceClear ) {

    if ( camera instanceof THREE.Camera === false ) {

      console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
      return;

    }

    var i, il,

    webglObject, object,
    renderList,

    lights = scene.__lights,
    fog = scene.fog;

    // reset caching for this frame

    _currentMaterialId = -1;
    _lightsNeedUpdate = true;

    // update scene graph

    if ( scene.autoUpdate === true ) scene.updateMatrixWorld();

    // update camera matrices and frustum

    if ( camera.parent === undefined ) camera.updateMatrixWorld();

    camera.matrixWorldInverse.getInverse( camera.matrixWorld );

    _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
    _frustum.setFromMatrix( _projScreenMatrix );

    // update WebGL objects

    if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );

    // custom render plugins (pre pass)

    renderPlugins( this.renderPluginsPre, scene, camera );

    //

    _this.info.render.calls = 0;
    _this.info.render.vertices = 0;
    _this.info.render.faces = 0;
    _this.info.render.points = 0;

    this.setRenderTarget( renderTarget );

    if ( this.autoClear || forceClear ) {

      this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );

    }

    // set matrices for regular objects (frustum culled)

    renderList = scene.__webglObjects;

    for ( i = 0, il = renderList.length; i < il; i ++ ) {

      webglObject = renderList[ i ];
      object = webglObject.object;

      webglObject.id = i;
      webglObject.render = false;

      if ( object.visible ) {

        if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {

          setupMatrices( object, camera );

          unrollBufferMaterial( webglObject );

          webglObject.render = true;

          if ( this.sortObjects === true ) {

            if ( object.renderDepth !== null ) {

              webglObject.z = object.renderDepth;

            } else {

              _vector3.getPositionFromMatrix( object.matrixWorld );
              _vector3.applyProjection( _projScreenMatrix );

              webglObject.z = _vector3.z;

            }

          }

        }

      }

    }

    if ( this.sortObjects ) {

      renderList.sort( painterSortStable );

    }

    // set matrices for immediate objects

    renderList = scene.__webglObjectsImmediate;

    for ( i = 0, il = renderList.length; i < il; i ++ ) {

      webglObject = renderList[ i ];
      object = webglObject.object;

      if ( object.visible ) {

        setupMatrices( object, camera );

        unrollImmediateBufferMaterial( webglObject );

      }

    }

    if ( scene.overrideMaterial ) {

      var material = scene.overrideMaterial;

      this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
      this.setDepthTest( material.depthTest );
      this.setDepthWrite( material.depthWrite );
      setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

      renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
      renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );

    } else {

      var material = null;

      // opaque pass (front-to-back order)

      this.setBlending( THREE.NoBlending );

      renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
      renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );

      // transparent pass (back-to-front order)

      renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
      renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );

    }

    // custom render plugins (post pass)

    renderPlugins( this.renderPluginsPost, scene, camera );


    // Generate mipmap if we're using any kind of mipmap filtering

    if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {

      updateRenderTargetMipmap( renderTarget );

    }

    // Ensure depth buffer writing is enabled so it can be cleared on next render

    this.setDepthTest( true );
    this.setDepthWrite( true );

    // _gl.finish();

  };

  function renderPlugins( plugins, scene, camera ) {

    if ( ! plugins.length ) return;

    for ( var i = 0, il = plugins.length; i < il; i ++ ) {

      // reset state for plugin (to start from clean slate)

      _currentProgram = null;
      _currentCamera = null;

      _oldBlending = -1;
      _oldDepthTest = -1;
      _oldDepthWrite = -1;
      _oldDoubleSided = -1;
      _oldFlipSided = -1;
      _currentGeometryGroupHash = -1;
      _currentMaterialId = -1;

      _lightsNeedUpdate = true;

      plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );

      // reset state after plugin (anything could have changed)

      _currentProgram = null;
      _currentCamera = null;

      _oldBlending = -1;
      _oldDepthTest = -1;
      _oldDepthWrite = -1;
      _oldDoubleSided = -1;
      _oldFlipSided = -1;
      _currentGeometryGroupHash = -1;
      _currentMaterialId = -1;

      _lightsNeedUpdate = true;

    }

  };

  function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {

    var webglObject, object, buffer, material, start, end, delta;

    if ( reverse ) {

      start = renderList.length - 1;
      end = -1;
      delta = -1;

    } else {

      start = 0;
      end = renderList.length;
      delta = 1;
    }

    for ( var i = start; i !== end; i += delta ) {

      webglObject = renderList[ i ];

      if ( webglObject.render ) {

        object = webglObject.object;
        buffer = webglObject.buffer;

        if ( overrideMaterial ) {

          material = overrideMaterial;

        } else {

          material = webglObject[ materialType ];

          if ( ! material ) continue;

          if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );

          _this.setDepthTest( material.depthTest );
          _this.setDepthWrite( material.depthWrite );
          setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

        }

        _this.setMaterialFaces( material );

        if ( buffer instanceof THREE.BufferGeometry ) {

          _this.renderBufferDirect( camera, lights, fog, material, buffer, object );

        } else {

          _this.renderBuffer( camera, lights, fog, material, buffer, object );

        }

      }

    }

  };

  function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {

    var webglObject, object, material, program;

    for ( var i = 0, il = renderList.length; i < il; i ++ ) {

      webglObject = renderList[ i ];
      object = webglObject.object;

      if ( object.visible ) {

        if ( overrideMaterial ) {

          material = overrideMaterial;

        } else {

          material = webglObject[ materialType ];

          if ( ! material ) continue;

          if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );

          _this.setDepthTest( material.depthTest );
          _this.setDepthWrite( material.depthWrite );
          setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

        }

        _this.renderImmediateObject( camera, lights, fog, material, object );

      }

    }

  };

  this.renderImmediateObject = function ( camera, lights, fog, material, object ) {

    var program = setProgram( camera, lights, fog, material, object );

    _currentGeometryGroupHash = -1;

    _this.setMaterialFaces( material );

    if ( object.immediateRenderCallback ) {

      object.immediateRenderCallback( program, _gl, _frustum );

    } else {

      object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );

    }

  };

  function unrollImmediateBufferMaterial ( globject ) {

    var object = globject.object,
      material = object.material;

    if ( material.transparent ) {

      globject.transparent = material;
      globject.opaque = null;

    } else {

      globject.opaque = material;
      globject.transparent = null;

    }

  };

  function unrollBufferMaterial ( globject ) {

    var object = globject.object,
      buffer = globject.buffer,
      material, materialIndex, meshMaterial;

    meshMaterial = object.material;

    if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {

      materialIndex = buffer.materialIndex;

      material = meshMaterial.materials[ materialIndex ];

      if ( material.transparent ) {

        globject.transparent = material;
        globject.opaque = null;

      } else {

        globject.opaque = material;
        globject.transparent = null;

      }

    } else {

      material = meshMaterial;

      if ( material ) {

        if ( material.transparent ) {

          globject.transparent = material;
          globject.opaque = null;

        } else {

          globject.opaque = material;
          globject.transparent = null;

        }

      }

    }

  };

  // Geometry splitting

  function sortFacesByMaterial ( geometry, material ) {

    var f, fl, face, materialIndex, vertices,
      groupHash, hash_map = {};

    var numMorphTargets = geometry.morphTargets.length;
    var numMorphNormals = geometry.morphNormals.length;

    var usesFaceMaterial = material instanceof THREE.MeshFaceMaterial;

    geometry.geometryGroups = {};

    for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {

      face = geometry.faces[ f ];
      materialIndex = usesFaceMaterial ? face.materialIndex : 0;

      if ( hash_map[ materialIndex ] === undefined ) {

        hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };

      }

      groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;

      if ( geometry.geometryGroups[ groupHash ] === undefined ) {

        geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };

      }

      vertices = face instanceof THREE.Face3 ? 3 : 4;

      if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {

        hash_map[ materialIndex ].counter += 1;
        groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;

        if ( geometry.geometryGroups[ groupHash ] === undefined ) {

          geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };

        }

      }

      if ( face instanceof THREE.Face3 ) {

        geometry.geometryGroups[ groupHash ].faces3.push( f );

      } else {

        geometry.geometryGroups[ groupHash ].faces4.push( f );

      }

      geometry.geometryGroups[ groupHash ].vertices += vertices;

    }

    geometry.geometryGroupsList = [];

    for ( var g in geometry.geometryGroups ) {

      geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;

      geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );

    }

  };

  // Objects refresh

  this.initWebGLObjects = function ( scene ) {

    if ( !scene.__webglObjects ) {

      scene.__webglObjects = [];
      scene.__webglObjectsImmediate = [];
      scene.__webglSprites = [];
      scene.__webglFlares = [];

    }

    while ( scene.__objectsAdded.length ) {

      addObject( scene.__objectsAdded[ 0 ], scene );
      scene.__objectsAdded.splice( 0, 1 );

    }

    while ( scene.__objectsRemoved.length ) {

      removeObject( scene.__objectsRemoved[ 0 ], scene );
      scene.__objectsRemoved.splice( 0, 1 );

    }

    // update must be called after objects adding / removal

    for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {

      var object = scene.__webglObjects[ o ].object;

      // TODO: Remove this hack (WebGLRenderer refactoring)

      if ( object.__webglInit === undefined ) {

        if ( object.__webglActive !== undefined ) {

          removeObject( object, scene );

        }

        addObject( object, scene );

      }

      updateObject( object );

    }

  };

  // Objects adding

  function addObject( object, scene ) {

    var g, geometry, material, geometryGroup;

    if ( object.__webglInit === undefined ) {

      object.__webglInit = true;

      object._modelViewMatrix = new THREE.Matrix4();
      object._normalMatrix = new THREE.Matrix3();

      if ( object.geometry !== undefined && object.geometry.__webglInit === undefined ) {

        object.geometry.__webglInit = true;
        object.geometry.addEventListener( 'dispose', onGeometryDispose );

      }

      geometry = object.geometry;

      if ( geometry === undefined ) {

        // fail silently for now

      } else if ( geometry instanceof THREE.BufferGeometry ) {

        initDirectBuffers( geometry );

      } else if ( object instanceof THREE.Mesh ) {

        material = object.material;

        if ( geometry.geometryGroups === undefined ) {

          sortFacesByMaterial( geometry, material );

        }

        // create separate VBOs per geometry chunk

        for ( g in geometry.geometryGroups ) {

          geometryGroup = geometry.geometryGroups[ g ];

          // initialise VBO on the first access

          if ( ! geometryGroup.__webglVertexBuffer ) {

            createMeshBuffers( geometryGroup );
            initMeshBuffers( geometryGroup, object );

            geometry.verticesNeedUpdate = true;
            geometry.morphTargetsNeedUpdate = true;
            geometry.elementsNeedUpdate = true;
            geometry.uvsNeedUpdate = true;
            geometry.normalsNeedUpdate = true;
            geometry.tangentsNeedUpdate = true;
            geometry.colorsNeedUpdate = true;

          }

        }

      } else if ( object instanceof THREE.Ribbon ) {

        if ( ! geometry.__webglVertexBuffer ) {

          createRibbonBuffers( geometry );
          initRibbonBuffers( geometry, object );

          geometry.verticesNeedUpdate = true;
          geometry.colorsNeedUpdate = true;
          geometry.normalsNeedUpdate = true;

        }

      } else if ( object instanceof THREE.Line ) {

        if ( ! geometry.__webglVertexBuffer ) {

          createLineBuffers( geometry );
          initLineBuffers( geometry, object );

          geometry.verticesNeedUpdate = true;
          geometry.colorsNeedUpdate = true;
          geometry.lineDistancesNeedUpdate = true;

        }

      } else if ( object instanceof THREE.ParticleSystem ) {

        if ( ! geometry.__webglVertexBuffer ) {

          createParticleBuffers( geometry );
          initParticleBuffers( geometry, object );

          geometry.verticesNeedUpdate = true;
          geometry.colorsNeedUpdate = true;

        }

      }

    }

    if ( object.__webglActive === undefined ) {

      if ( object instanceof THREE.Mesh ) {

        geometry = object.geometry;

        if ( geometry instanceof THREE.BufferGeometry ) {

          addBuffer( scene.__webglObjects, geometry, object );

        } else if ( geometry instanceof THREE.Geometry ) {

          for ( g in geometry.geometryGroups ) {

            geometryGroup = geometry.geometryGroups[ g ];

            addBuffer( scene.__webglObjects, geometryGroup, object );

          }

        }

      } else if ( object instanceof THREE.Ribbon ||
            object instanceof THREE.Line ||
            object instanceof THREE.ParticleSystem ) {

        geometry = object.geometry;
        addBuffer( scene.__webglObjects, geometry, object );

      } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {

        addBufferImmediate( scene.__webglObjectsImmediate, object );

      } else if ( object instanceof THREE.Sprite ) {

        scene.__webglSprites.push( object );

      } else if ( object instanceof THREE.LensFlare ) {

        scene.__webglFlares.push( object );

      }

      object.__webglActive = true;

    }

  };

  function addBuffer( objlist, buffer, object ) {

    objlist.push(
      {
        id: null,
        buffer: buffer,
        object: object,
        opaque: null,
        transparent: null,
        z: 0
      }
    );

  };

  function addBufferImmediate( objlist, object ) {

    objlist.push(
      {
        id: null,
        object: object,
        opaque: null,
        transparent: null,
        z: 0
      }
    );

  };

  // Objects updates

  function updateObject( object ) {

    var geometry = object.geometry,
      geometryGroup, customAttributesDirty, material;

    if ( geometry instanceof THREE.BufferGeometry ) {

      setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );

    } else if ( object instanceof THREE.Mesh ) {

      // check all geometry groups

      for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {

        geometryGroup = geometry.geometryGroupsList[ i ];

        material = getBufferMaterial( object, geometryGroup );

        if ( geometry.buffersNeedUpdate ) {

          initMeshBuffers( geometryGroup, object );

        }

        customAttributesDirty = material.attributes && areCustomAttributesDirty( material );

        if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
           geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
           geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {

          setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );

        }

      }

      geometry.verticesNeedUpdate = false;
      geometry.morphTargetsNeedUpdate = false;
      geometry.elementsNeedUpdate = false;
      geometry.uvsNeedUpdate = false;
      geometry.normalsNeedUpdate = false;
      geometry.colorsNeedUpdate = false;
      geometry.tangentsNeedUpdate = false;

      geometry.buffersNeedUpdate = false;

      material.attributes && clearCustomAttributes( material );

    } else if ( object instanceof THREE.Ribbon ) {

      material = getBufferMaterial( object, geometry );

      customAttributesDirty = material.attributes && areCustomAttributesDirty( material );

      if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.normalsNeedUpdate || customAttributesDirty ) {

        setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );

      }

      geometry.verticesNeedUpdate = false;
      geometry.colorsNeedUpdate = false;
      geometry.normalsNeedUpdate = false;

      material.attributes && clearCustomAttributes( material );

    } else if ( object instanceof THREE.Line ) {

      material = getBufferMaterial( object, geometry );

      customAttributesDirty = material.attributes && areCustomAttributesDirty( material );

      if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {

        setLineBuffers( geometry, _gl.DYNAMIC_DRAW );

      }

      geometry.verticesNeedUpdate = false;
      geometry.colorsNeedUpdate = false;
      geometry.lineDistancesNeedUpdate = false;

      material.attributes && clearCustomAttributes( material );


    } else if ( object instanceof THREE.ParticleSystem ) {

      material = getBufferMaterial( object, geometry );

      customAttributesDirty = material.attributes && areCustomAttributesDirty( material );

      if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {

        setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );

      }

      geometry.verticesNeedUpdate = false;
      geometry.colorsNeedUpdate = false;

      material.attributes && clearCustomAttributes( material );

    }

  };

  // Objects updates - custom attributes check

  function areCustomAttributesDirty( material ) {

    for ( var a in material.attributes ) {

      if ( material.attributes[ a ].needsUpdate ) return true;

    }

    return false;

  };

  function clearCustomAttributes( material ) {

    for ( var a in material.attributes ) {

      material.attributes[ a ].needsUpdate = false;

    }

  };

  // Objects removal

  function removeObject( object, scene ) {

    if ( object instanceof THREE.Mesh  ||
       object instanceof THREE.ParticleSystem ||
       object instanceof THREE.Ribbon ||
       object instanceof THREE.Line ) {

      removeInstances( scene.__webglObjects, object );

    } else if ( object instanceof THREE.Sprite ) {

      removeInstancesDirect( scene.__webglSprites, object );

    } else if ( object instanceof THREE.LensFlare ) {

      removeInstancesDirect( scene.__webglFlares, object );

    } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {

      removeInstances( scene.__webglObjectsImmediate, object );

    }

    delete object.__webglActive;

  };

  function removeInstances( objlist, object ) {

    for ( var o = objlist.length - 1; o >= 0; o -- ) {

      if ( objlist[ o ].object === object ) {

        objlist.splice( o, 1 );

      }

    }

  };

  function removeInstancesDirect( objlist, object ) {

    for ( var o = objlist.length - 1; o >= 0; o -- ) {

      if ( objlist[ o ] === object ) {

        objlist.splice( o, 1 );

      }

    }

  };

  // Materials

  this.initMaterial = function ( material, lights, fog, object ) {

    material.addEventListener( 'dispose', onMaterialDispose );

    var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;

    if ( material instanceof THREE.MeshDepthMaterial ) {

      shaderID = 'depth';

    } else if ( material instanceof THREE.MeshNormalMaterial ) {

      shaderID = 'normal';

    } else if ( material instanceof THREE.MeshBasicMaterial ) {

      shaderID = 'basic';

    } else if ( material instanceof THREE.MeshLambertMaterial ) {

      shaderID = 'lambert';

    } else if ( material instanceof THREE.MeshPhongMaterial ) {

      shaderID = 'phong';

    } else if ( material instanceof THREE.LineBasicMaterial ) {

      shaderID = 'basic';

    } else if ( material instanceof THREE.LineDashedMaterial ) {

      shaderID = 'dashed';

    } else if ( material instanceof THREE.ParticleBasicMaterial ) {

      shaderID = 'particle_basic';

    }

    if ( shaderID ) {

      setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );

    }

    // heuristics to create shader parameters according to lights in the scene
    // (not to blow over maxLights budget)

    maxLightCount = allocateLights( lights );

    maxShadows = allocateShadows( lights );

    maxBones = allocateBones( object );

    parameters = {

      map: !!material.map,
      envMap: !!material.envMap,
      lightMap: !!material.lightMap,
      bumpMap: !!material.bumpMap,
      normalMap: !!material.normalMap,
      specularMap: !!material.specularMap,

      vertexColors: material.vertexColors,

      fog: fog,
      useFog: material.fog,
      fogExp: fog instanceof THREE.FogExp2,

      sizeAttenuation: material.sizeAttenuation,

      skinning: material.skinning,
      maxBones: maxBones,
      useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
      boneTextureWidth: object && object.boneTextureWidth,
      boneTextureHeight: object && object.boneTextureHeight,

      morphTargets: material.morphTargets,
      morphNormals: material.morphNormals,
      maxMorphTargets: this.maxMorphTargets,
      maxMorphNormals: this.maxMorphNormals,

      maxDirLights: maxLightCount.directional,
      maxPointLights: maxLightCount.point,
      maxSpotLights: maxLightCount.spot,
      maxHemiLights: maxLightCount.hemi,

      maxShadows: maxShadows,
      shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
      shadowMapType: this.shadowMapType,
      shadowMapDebug: this.shadowMapDebug,
      shadowMapCascade: this.shadowMapCascade,

      alphaTest: material.alphaTest,
      metal: material.metal,
      perPixel: material.perPixel,
      wrapAround: material.wrapAround,
      doubleSided: material.side === THREE.DoubleSide,
      flipSided: material.side === THREE.BackSide

    };

    material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters );

    var attributes = material.program.attributes;

    if ( material.morphTargets ) {

      material.numSupportedMorphTargets = 0;

      var id, base = "morphTarget";

      for ( i = 0; i < this.maxMorphTargets; i ++ ) {

        id = base + i;

        if ( attributes[ id ] >= 0 ) {

          material.numSupportedMorphTargets ++;

        }

      }

    }

    if ( material.morphNormals ) {

      material.numSupportedMorphNormals = 0;

      var id, base = "morphNormal";

      for ( i = 0; i < this.maxMorphNormals; i ++ ) {

        id = base + i;

        if ( attributes[ id ] >= 0 ) {

          material.numSupportedMorphNormals ++;

        }

      }

    }

    material.uniformsList = [];

    for ( u in material.uniforms ) {

      material.uniformsList.push( [ material.uniforms[ u ], u ] );

    }

  };

  function setMaterialShaders( material, shaders ) {

    material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
    material.vertexShader = shaders.vertexShader;
    material.fragmentShader = shaders.fragmentShader;

  };

  function setProgram( camera, lights, fog, material, object ) {

    _usedTextureUnits = 0;

    if ( material.needsUpdate ) {

      if ( material.program ) deallocateMaterial( material );

      _this.initMaterial( material, lights, fog, object );
      material.needsUpdate = false;

    }

    if ( material.morphTargets ) {

      if ( ! object.__webglMorphTargetInfluences ) {

        object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );

      }

    }

    var refreshMaterial = false;

    var program = material.program,
      p_uniforms = program.uniforms,
      m_uniforms = material.uniforms;

    if ( program !== _currentProgram ) {

      _gl.useProgram( program );
      _currentProgram = program;

      refreshMaterial = true;

    }

    if ( material.id !== _currentMaterialId ) {

      _currentMaterialId = material.id;
      refreshMaterial = true;

    }

    if ( refreshMaterial || camera !== _currentCamera ) {

      _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );

      if ( camera !== _currentCamera ) _currentCamera = camera;

    }

    // skinning uniforms must be set even if material didn't change
    // auto-setting of texture unit for bone texture must go before other textures
    // not sure why, but otherwise weird things happen

    if ( material.skinning ) {

      if ( _supportsBoneTextures && object.useVertexTexture ) {

        if ( p_uniforms.boneTexture !== null ) {

          var textureUnit = getTextureUnit();

          _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
          _this.setTexture( object.boneTexture, textureUnit );

        }

      } else {

        if ( p_uniforms.boneGlobalMatrices !== null ) {

          _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );

        }

      }

    }

    if ( refreshMaterial ) {

      // refresh uniforms common to several materials

      if ( fog && material.fog ) {

        refreshUniformsFog( m_uniforms, fog );

      }

      if ( material instanceof THREE.MeshPhongMaterial ||
         material instanceof THREE.MeshLambertMaterial ||
         material.lights ) {

        if ( _lightsNeedUpdate ) {

          setupLights( program, lights );
          _lightsNeedUpdate = false;

        }

        refreshUniformsLights( m_uniforms, _lights );

      }

      if ( material instanceof THREE.MeshBasicMaterial ||
         material instanceof THREE.MeshLambertMaterial ||
         material instanceof THREE.MeshPhongMaterial ) {

        refreshUniformsCommon( m_uniforms, material );

      }

      // refresh single material specific uniforms

      if ( material instanceof THREE.LineBasicMaterial ) {

        refreshUniformsLine( m_uniforms, material );

      } else if ( material instanceof THREE.LineDashedMaterial ) {

        refreshUniformsLine( m_uniforms, material );
        refreshUniformsDash( m_uniforms, material );

      } else if ( material instanceof THREE.ParticleBasicMaterial ) {

        refreshUniformsParticle( m_uniforms, material );

      } else if ( material instanceof THREE.MeshPhongMaterial ) {

        refreshUniformsPhong( m_uniforms, material );

      } else if ( material instanceof THREE.MeshLambertMaterial ) {

        refreshUniformsLambert( m_uniforms, material );

      } else if ( material instanceof THREE.MeshDepthMaterial ) {

        m_uniforms.mNear.value = camera.near;
        m_uniforms.mFar.value = camera.far;
        m_uniforms.opacity.value = material.opacity;

      } else if ( material instanceof THREE.MeshNormalMaterial ) {

        m_uniforms.opacity.value = material.opacity;

      }

      if ( object.receiveShadow && ! material._shadowPass ) {

        refreshUniformsShadow( m_uniforms, lights );

      }

      // load common uniforms

      loadUniformsGeneric( program, material.uniformsList );

      // load material specific uniforms
      // (shader material also gets them for the sake of genericity)

      if ( material instanceof THREE.ShaderMaterial ||
         material instanceof THREE.MeshPhongMaterial ||
         material.envMap ) {

        if ( p_uniforms.cameraPosition !== null ) {

          _vector3.getPositionFromMatrix( camera.matrixWorld );
          _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );

        }

      }

      if ( material instanceof THREE.MeshPhongMaterial ||
         material instanceof THREE.MeshLambertMaterial ||
         material instanceof THREE.ShaderMaterial ||
         material.skinning ) {

        if ( p_uniforms.viewMatrix !== null ) {

          _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );

        }

      }

    }

    loadUniformsMatrices( p_uniforms, object );

    if ( p_uniforms.modelMatrix !== null ) {

      _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );

    }

    return program;

  };

  // Uniforms (refresh uniforms objects)

  function refreshUniformsCommon ( uniforms, material ) {

    uniforms.opacity.value = material.opacity;

    if ( _this.gammaInput ) {

      uniforms.diffuse.value.copyGammaToLinear( material.color );

    } else {

      uniforms.diffuse.value = material.color;

    }

    uniforms.map.value = material.map;
    uniforms.lightMap.value = material.lightMap;
    uniforms.specularMap.value = material.specularMap;

    if ( material.bumpMap ) {

      uniforms.bumpMap.value = material.bumpMap;
      uniforms.bumpScale.value = material.bumpScale;

    }

    if ( material.normalMap ) {

      uniforms.normalMap.value = material.normalMap;
      uniforms.normalScale.value.copy( material.normalScale );

    }

    // uv repeat and offset setting priorities
    //  1. color map
    //  2. specular map
    //  3. normal map
    //  4. bump map

    var uvScaleMap;

    if ( material.map ) {

      uvScaleMap = material.map;

    } else if ( material.specularMap ) {

      uvScaleMap = material.specularMap;

    } else if ( material.normalMap ) {

      uvScaleMap = material.normalMap;

    } else if ( material.bumpMap ) {

      uvScaleMap = material.bumpMap;

    }

    if ( uvScaleMap !== undefined ) {

      var offset = uvScaleMap.offset;
      var repeat = uvScaleMap.repeat;

      uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );

    }

    uniforms.envMap.value = material.envMap;
    uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;

    if ( _this.gammaInput ) {

      //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
      uniforms.reflectivity.value = material.reflectivity;

    } else {

      uniforms.reflectivity.value = material.reflectivity;

    }

    uniforms.refractionRatio.value = material.refractionRatio;
    uniforms.combine.value = material.combine;
    uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;

  };

  function refreshUniformsLine ( uniforms, material ) {

    uniforms.diffuse.value = material.color;
    uniforms.opacity.value = material.opacity;

  };

  function refreshUniformsDash ( uniforms, material ) {

    uniforms.dashSize.value = material.dashSize;
    uniforms.totalSize.value = material.dashSize + material.gapSize;
    uniforms.scale.value = material.scale;

  };

  function refreshUniformsParticle ( uniforms, material ) {

    uniforms.psColor.value = material.color;
    uniforms.opacity.value = material.opacity;
    uniforms.size.value = material.size;
    uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.

    uniforms.map.value = material.map;

  };

  function refreshUniformsFog ( uniforms, fog ) {

    uniforms.fogColor.value = fog.color;

    if ( fog instanceof THREE.Fog ) {

      uniforms.fogNear.value = fog.near;
      uniforms.fogFar.value = fog.far;

    } else if ( fog instanceof THREE.FogExp2 ) {

      uniforms.fogDensity.value = fog.density;

    }

  };

  function refreshUniformsPhong ( uniforms, material ) {

    uniforms.shininess.value = material.shininess;

    if ( _this.gammaInput ) {

      uniforms.ambient.value.copyGammaToLinear( material.ambient );
      uniforms.emissive.value.copyGammaToLinear( material.emissive );
      uniforms.specular.value.copyGammaToLinear( material.specular );

    } else {

      uniforms.ambient.value = material.ambient;
      uniforms.emissive.value = material.emissive;
      uniforms.specular.value = material.specular;

    }

    if ( material.wrapAround ) {

      uniforms.wrapRGB.value.copy( material.wrapRGB );

    }

  };

  function refreshUniformsLambert ( uniforms, material ) {

    if ( _this.gammaInput ) {

      uniforms.ambient.value.copyGammaToLinear( material.ambient );
      uniforms.emissive.value.copyGammaToLinear( material.emissive );

    } else {

      uniforms.ambient.value = material.ambient;
      uniforms.emissive.value = material.emissive;

    }

    if ( material.wrapAround ) {

      uniforms.wrapRGB.value.copy( material.wrapRGB );

    }

  };

  function refreshUniformsLights ( uniforms, lights ) {

    uniforms.ambientLightColor.value = lights.ambient;

    uniforms.directionalLightColor.value = lights.directional.colors;
    uniforms.directionalLightDirection.value = lights.directional.positions;

    uniforms.pointLightColor.value = lights.point.colors;
    uniforms.pointLightPosition.value = lights.point.positions;
    uniforms.pointLightDistance.value = lights.point.distances;

    uniforms.spotLightColor.value = lights.spot.colors;
    uniforms.spotLightPosition.value = lights.spot.positions;
    uniforms.spotLightDistance.value = lights.spot.distances;
    uniforms.spotLightDirection.value = lights.spot.directions;
    uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
    uniforms.spotLightExponent.value = lights.spot.exponents;

    uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
    uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
    uniforms.hemisphereLightDirection.value = lights.hemi.positions;

  };

  function refreshUniformsShadow ( uniforms, lights ) {

    if ( uniforms.shadowMatrix ) {

      var j = 0;

      for ( var i = 0, il = lights.length; i < il; i ++ ) {

        var light = lights[ i ];

        if ( ! light.castShadow ) continue;

        if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {

          uniforms.shadowMap.value[ j ] = light.shadowMap;
          uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;

          uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;

          uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
          uniforms.shadowBias.value[ j ] = light.shadowBias;

          j ++;

        }

      }

    }

  };

  // Uniforms (load to GPU)

  function loadUniformsMatrices ( uniforms, object ) {

    _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );

    if ( uniforms.normalMatrix ) {

      _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );

    }

  };

  function getTextureUnit() {

    var textureUnit = _usedTextureUnits;

    if ( textureUnit >= _maxTextures ) {

      console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );

    }

    _usedTextureUnits += 1;

    return textureUnit;

  };

  function loadUniformsGeneric ( program, uniforms ) {

    var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;

    for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {

      location = program.uniforms[ uniforms[ j ][ 1 ] ];
      if ( !location ) continue;

      uniform = uniforms[ j ][ 0 ];

      type = uniform.type;
      value = uniform.value;

      if ( type === "i" ) { // single integer

        _gl.uniform1i( location, value );

      } else if ( type === "f" ) { // single float

        _gl.uniform1f( location, value );

      } else if ( type === "v2" ) { // single THREE.Vector2

        _gl.uniform2f( location, value.x, value.y );

      } else if ( type === "v3" ) { // single THREE.Vector3

        _gl.uniform3f( location, value.x, value.y, value.z );

      } else if ( type === "v4" ) { // single THREE.Vector4

        _gl.uniform4f( location, value.x, value.y, value.z, value.w );

      } else if ( type === "c" ) { // single THREE.Color

        _gl.uniform3f( location, value.r, value.g, value.b );

      } else if ( type === "iv1" ) { // flat array of integers (JS or typed array)

        _gl.uniform1iv( location, value );

      } else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)

        _gl.uniform3iv( location, value );

      } else if ( type === "fv1" ) { // flat array of floats (JS or typed array)

        _gl.uniform1fv( location, value );

      } else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)

        _gl.uniform3fv( location, value );

      } else if ( type === "v2v" ) { // array of THREE.Vector2

        if ( uniform._array === undefined ) {

          uniform._array = new Float32Array( 2 * value.length );

        }

        for ( i = 0, il = value.length; i < il; i ++ ) {

          offset = i * 2;

          uniform._array[ offset ]   = value[ i ].x;
          uniform._array[ offset + 1 ] = value[ i ].y;

        }

        _gl.uniform2fv( location, uniform._array );

      } else if ( type === "v3v" ) { // array of THREE.Vector3

        if ( uniform._array === undefined ) {

          uniform._array = new Float32Array( 3 * value.length );

        }

        for ( i = 0, il = value.length; i < il; i ++ ) {

          offset = i * 3;

          uniform._array[ offset ]   = value[ i ].x;
          uniform._array[ offset + 1 ] = value[ i ].y;
          uniform._array[ offset + 2 ] = value[ i ].z;

        }

        _gl.uniform3fv( location, uniform._array );

      } else if ( type === "v4v" ) { // array of THREE.Vector4

        if ( uniform._array === undefined ) {

          uniform._array = new Float32Array( 4 * value.length );

        }

        for ( i = 0, il = value.length; i < il; i ++ ) {

          offset = i * 4;

          uniform._array[ offset ]   = value[ i ].x;
          uniform._array[ offset + 1 ] = value[ i ].y;
          uniform._array[ offset + 2 ] = value[ i ].z;
          uniform._array[ offset + 3 ] = value[ i ].w;

        }

        _gl.uniform4fv( location, uniform._array );

      } else if ( type === "m4") { // single THREE.Matrix4

        if ( uniform._array === undefined ) {

          uniform._array = new Float32Array( 16 );

        }

        value.flattenToArray( uniform._array );
        _gl.uniformMatrix4fv( location, false, uniform._array );

      } else if ( type === "m4v" ) { // array of THREE.Matrix4

        if ( uniform._array === undefined ) {

          uniform._array = new Float32Array( 16 * value.length );

        }

        for ( i = 0, il = value.length; i < il; i ++ ) {

          value[ i ].flattenToArrayOffset( uniform._array, i * 16 );

        }

        _gl.uniformMatrix4fv( location, false, uniform._array );

      } else if ( type === "t" ) { // single THREE.Texture (2d or cube)

        texture = value;
        textureUnit = getTextureUnit();

        _gl.uniform1i( location, textureUnit );

        if ( !texture ) continue;

        if ( texture.image instanceof Array && texture.image.length === 6 ) {

          setCubeTexture( texture, textureUnit );

        } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {

          setCubeTextureDynamic( texture, textureUnit );

        } else {

          _this.setTexture( texture, textureUnit );

        }

      } else if ( type === "tv" ) { // array of THREE.Texture (2d)

        if ( uniform._array === undefined ) {

          uniform._array = [];

        }

        for( i = 0, il = uniform.value.length; i < il; i ++ ) {

          uniform._array[ i ] = getTextureUnit();

        }

        _gl.uniform1iv( location, uniform._array );

        for( i = 0, il = uniform.value.length; i < il; i ++ ) {

          texture = uniform.value[ i ];
          textureUnit = uniform._array[ i ];

          if ( !texture ) continue;

          _this.setTexture( texture, textureUnit );

        }

      } else {

        console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );

      }

    }

  };

  function setupMatrices ( object, camera ) {

    object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
    object._normalMatrix.getNormalMatrix( object._modelViewMatrix );

  };

  //

  function setColorGamma( array, offset, color, intensitySq ) {

    array[ offset ]     = color.r * color.r * intensitySq;
    array[ offset + 1 ] = color.g * color.g * intensitySq;
    array[ offset + 2 ] = color.b * color.b * intensitySq;

  };

  function setColorLinear( array, offset, color, intensity ) {

    array[ offset ]     = color.r * intensity;
    array[ offset + 1 ] = color.g * intensity;
    array[ offset + 2 ] = color.b * intensity;

  };

  function setupLights ( program, lights ) {

    var l, ll, light, n,
    r = 0, g = 0, b = 0,
    color, skyColor, groundColor,
    intensity,  intensitySq,
    position,
    distance,

    zlights = _lights,

    dirColors = zlights.directional.colors,
    dirPositions = zlights.directional.positions,

    pointColors = zlights.point.colors,
    pointPositions = zlights.point.positions,
    pointDistances = zlights.point.distances,

    spotColors = zlights.spot.colors,
    spotPositions = zlights.spot.positions,
    spotDistances = zlights.spot.distances,
    spotDirections = zlights.spot.directions,
    spotAnglesCos = zlights.spot.anglesCos,
    spotExponents = zlights.spot.exponents,

    hemiSkyColors = zlights.hemi.skyColors,
    hemiGroundColors = zlights.hemi.groundColors,
    hemiPositions = zlights.hemi.positions,

    dirLength = 0,
    pointLength = 0,
    spotLength = 0,
    hemiLength = 0,

    dirCount = 0,
    pointCount = 0,
    spotCount = 0,
    hemiCount = 0,

    dirOffset = 0,
    pointOffset = 0,
    spotOffset = 0,
    hemiOffset = 0;

    for ( l = 0, ll = lights.length; l < ll; l ++ ) {

      light = lights[ l ];

      if ( light.onlyShadow ) continue;

      color = light.color;
      intensity = light.intensity;
      distance = light.distance;

      if ( light instanceof THREE.AmbientLight ) {

        if ( ! light.visible ) continue;

        if ( _this.gammaInput ) {

          r += color.r * color.r;
          g += color.g * color.g;
          b += color.b * color.b;

        } else {

          r += color.r;
          g += color.g;
          b += color.b;

        }

      } else if ( light instanceof THREE.DirectionalLight ) {

        dirCount += 1;

        if ( ! light.visible ) continue;

        _direction.getPositionFromMatrix( light.matrixWorld );
        _vector3.getPositionFromMatrix( light.target.matrixWorld );
        _direction.sub( _vector3 );
        _direction.normalize();

        // skip lights with undefined direction
        // these create troubles in OpenGL (making pixel black)

        if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;

        dirOffset = dirLength * 3;

        dirPositions[ dirOffset ]     = _direction.x;
        dirPositions[ dirOffset + 1 ] = _direction.y;
        dirPositions[ dirOffset + 2 ] = _direction.z;

        if ( _this.gammaInput ) {

          setColorGamma( dirColors, dirOffset, color, intensity * intensity );

        } else {

          setColorLinear( dirColors, dirOffset, color, intensity );

        }

        dirLength += 1;

      } else if ( light instanceof THREE.PointLight ) {

        pointCount += 1;

        if ( ! light.visible ) continue;

        pointOffset = pointLength * 3;

        if ( _this.gammaInput ) {

          setColorGamma( pointColors, pointOffset, color, intensity * intensity );

        } else {

          setColorLinear( pointColors, pointOffset, color, intensity );

        }

        _vector3.getPositionFromMatrix( light.matrixWorld );

        pointPositions[ pointOffset ]     = _vector3.x;
        pointPositions[ pointOffset + 1 ] = _vector3.y;
        pointPositions[ pointOffset + 2 ] = _vector3.z;

        pointDistances[ pointLength ] = distance;

        pointLength += 1;

      } else if ( light instanceof THREE.SpotLight ) {

        spotCount += 1;

        if ( ! light.visible ) continue;

        spotOffset = spotLength * 3;

        if ( _this.gammaInput ) {

          setColorGamma( spotColors, spotOffset, color, intensity * intensity );

        } else {

          setColorLinear( spotColors, spotOffset, color, intensity );

        }

        _vector3.getPositionFromMatrix( light.matrixWorld );

        spotPositions[ spotOffset ]     = _vector3.x;
        spotPositions[ spotOffset + 1 ] = _vector3.y;
        spotPositions[ spotOffset + 2 ] = _vector3.z;

        spotDistances[ spotLength ] = distance;

        _direction.copy( _vector3 );
        _vector3.getPositionFromMatrix( light.target.matrixWorld );
        _direction.sub( _vector3 );
        _direction.normalize();

        spotDirections[ spotOffset ]     = _direction.x;
        spotDirections[ spotOffset + 1 ] = _direction.y;
        spotDirections[ spotOffset + 2 ] = _direction.z;

        spotAnglesCos[ spotLength ] = Math.cos( light.angle );
        spotExponents[ spotLength ] = light.exponent;

        spotLength += 1;

      } else if ( light instanceof THREE.HemisphereLight ) {

        hemiCount += 1;

        if ( ! light.visible ) continue;

        _direction.getPositionFromMatrix( light.matrixWorld );
        _direction.normalize();

        // skip lights with undefined direction
        // these create troubles in OpenGL (making pixel black)

        if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;

        hemiOffset = hemiLength * 3;

        hemiPositions[ hemiOffset ]     = _direction.x;
        hemiPositions[ hemiOffset + 1 ] = _direction.y;
        hemiPositions[ hemiOffset + 2 ] = _direction.z;

        skyColor = light.color;
        groundColor = light.groundColor;

        if ( _this.gammaInput ) {

          intensitySq = intensity * intensity;

          setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
          setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );

        } else {

          setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
          setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );

        }

        hemiLength += 1;

      }

    }

    // null eventual remains from removed lights
    // (this is to avoid if in shader)

    for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
    for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
    for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
    for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
    for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;

    zlights.directional.length = dirLength;
    zlights.point.length = pointLength;
    zlights.spot.length = spotLength;
    zlights.hemi.length = hemiLength;

    zlights.ambient[ 0 ] = r;
    zlights.ambient[ 1 ] = g;
    zlights.ambient[ 2 ] = b;

  };

  // GL state setting

  this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

    if ( cullFace === THREE.CullFaceNone ) {

      _gl.disable( _gl.CULL_FACE );

    } else {

      if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {

        _gl.frontFace( _gl.CW );

      } else {

        _gl.frontFace( _gl.CCW );

      }

      if ( cullFace === THREE.CullFaceBack ) {

        _gl.cullFace( _gl.BACK );

      } else if ( cullFace === THREE.CullFaceFront ) {

        _gl.cullFace( _gl.FRONT );

      } else {

        _gl.cullFace( _gl.FRONT_AND_BACK );

      }

      _gl.enable( _gl.CULL_FACE );

    }

  };

  this.setMaterialFaces = function ( material ) {

    var doubleSided = material.side === THREE.DoubleSide;
    var flipSided = material.side === THREE.BackSide;

    if ( _oldDoubleSided !== doubleSided ) {

      if ( doubleSided ) {

        _gl.disable( _gl.CULL_FACE );

      } else {

        _gl.enable( _gl.CULL_FACE );

      }

      _oldDoubleSided = doubleSided;

    }

    if ( _oldFlipSided !== flipSided ) {

      if ( flipSided ) {

        _gl.frontFace( _gl.CW );

      } else {

        _gl.frontFace( _gl.CCW );

      }

      _oldFlipSided = flipSided;

    }

  };

  this.setDepthTest = function ( depthTest ) {

    if ( _oldDepthTest !== depthTest ) {

      if ( depthTest ) {

        _gl.enable( _gl.DEPTH_TEST );

      } else {

        _gl.disable( _gl.DEPTH_TEST );

      }

      _oldDepthTest = depthTest;

    }

  };

  this.setDepthWrite = function ( depthWrite ) {

    if ( _oldDepthWrite !== depthWrite ) {

      _gl.depthMask( depthWrite );
      _oldDepthWrite = depthWrite;

    }

  };

  function setLineWidth ( width ) {

    if ( width !== _oldLineWidth ) {

      _gl.lineWidth( width );

      _oldLineWidth = width;

    }

  };

  function setPolygonOffset ( polygonoffset, factor, units ) {

    if ( _oldPolygonOffset !== polygonoffset ) {

      if ( polygonoffset ) {

        _gl.enable( _gl.POLYGON_OFFSET_FILL );

      } else {

        _gl.disable( _gl.POLYGON_OFFSET_FILL );

      }

      _oldPolygonOffset = polygonoffset;

    }

    if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {

      _gl.polygonOffset( factor, units );

      _oldPolygonOffsetFactor = factor;
      _oldPolygonOffsetUnits = units;

    }

  };

  this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {

    if ( blending !== _oldBlending ) {

      if ( blending === THREE.NoBlending ) {

        _gl.disable( _gl.BLEND );

      } else if ( blending === THREE.AdditiveBlending ) {

        _gl.enable( _gl.BLEND );
        _gl.blendEquation( _gl.FUNC_ADD );
        _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );

      } else if ( blending === THREE.SubtractiveBlending ) {

        // TODO: Find blendFuncSeparate() combination
        _gl.enable( _gl.BLEND );
        _gl.blendEquation( _gl.FUNC_ADD );
        _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );

      } else if ( blending === THREE.MultiplyBlending ) {

        // TODO: Find blendFuncSeparate() combination
        _gl.enable( _gl.BLEND );
        _gl.blendEquation( _gl.FUNC_ADD );
        _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );

      } else if ( blending === THREE.CustomBlending ) {

        _gl.enable( _gl.BLEND );

      } else {

        _gl.enable( _gl.BLEND );
        _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
        _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );

      }

      _oldBlending = blending;

    }

    if ( blending === THREE.CustomBlending ) {

      if ( blendEquation !== _oldBlendEquation ) {

        _gl.blendEquation( paramThreeToGL( blendEquation ) );

        _oldBlendEquation = blendEquation;

      }

      if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {

        _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );

        _oldBlendSrc = blendSrc;
        _oldBlendDst = blendDst;

      }

    } else {

      _oldBlendEquation = null;
      _oldBlendSrc = null;
      _oldBlendDst = null;

    }

  };

  // Defines

  function generateDefines ( defines ) {

    var value, chunk, chunks = [];

    for ( var d in defines ) {

      value = defines[ d ];
      if ( value === false ) continue;

      chunk = "#define " + d + " " + value;
      chunks.push( chunk );

    }

    return chunks.join( "\n" );

  };

  // Shaders

  function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters ) {

    var p, pl, d, program, code;
    var chunks = [];

    // Generate code

    if ( shaderID ) {

      chunks.push( shaderID );

    } else {

      chunks.push( fragmentShader );
      chunks.push( vertexShader );

    }

    for ( d in defines ) {

      chunks.push( d );
      chunks.push( defines[ d ] );

    }

    for ( p in parameters ) {

      chunks.push( p );
      chunks.push( parameters[ p ] );

    }

    code = chunks.join();

    // Check if code has been already compiled

    for ( p = 0, pl = _programs.length; p < pl; p ++ ) {

      var programInfo = _programs[ p ];

      if ( programInfo.code === code ) {

        // console.log( "Code already compiled." /*: \n\n" + code*/ );

        programInfo.usedTimes ++;

        return programInfo.program;

      }

    }

    var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";

    if ( parameters.shadowMapType === THREE.PCFShadowMap ) {

      shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";

    } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {

      shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";

    }

    // console.log( "building new program " );

    //

    var customDefines = generateDefines( defines );

    //

    program = _gl.createProgram();

    var prefix_vertex = [

      "precision " + _precision + " float;",

      customDefines,

      _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",

      _this.gammaInput ? "#define GAMMA_INPUT" : "",
      _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
      _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",

      "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
      "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
      "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
      "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,

      "#define MAX_SHADOWS " + parameters.maxShadows,

      "#define MAX_BONES " + parameters.maxBones,

      parameters.map ? "#define USE_MAP" : "",
      parameters.envMap ? "#define USE_ENVMAP" : "",
      parameters.lightMap ? "#define USE_LIGHTMAP" : "",
      parameters.bumpMap ? "#define USE_BUMPMAP" : "",
      parameters.normalMap ? "#define USE_NORMALMAP" : "",
      parameters.specularMap ? "#define USE_SPECULARMAP" : "",
      parameters.vertexColors ? "#define USE_COLOR" : "",

      parameters.skinning ? "#define USE_SKINNING" : "",
      parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
      parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "",
      parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "",

      parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
      parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
      parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
      parameters.wrapAround ? "#define WRAP_AROUND" : "",
      parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
      parameters.flipSided ? "#define FLIP_SIDED" : "",

      parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
      parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
      parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
      parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",

      parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",

      "uniform mat4 modelMatrix;",
      "uniform mat4 modelViewMatrix;",
      "uniform mat4 projectionMatrix;",
      "uniform mat4 viewMatrix;",
      "uniform mat3 normalMatrix;",
      "uniform vec3 cameraPosition;",

      "attribute vec3 position;",
      "attribute vec3 normal;",
      "attribute vec2 uv;",
      "attribute vec2 uv2;",

      "#ifdef USE_COLOR",

        "attribute vec3 color;",

      "#endif",

      "#ifdef USE_MORPHTARGETS",

        "attribute vec3 morphTarget0;",
        "attribute vec3 morphTarget1;",
        "attribute vec3 morphTarget2;",
        "attribute vec3 morphTarget3;",

        "#ifdef USE_MORPHNORMALS",

          "attribute vec3 morphNormal0;",
          "attribute vec3 morphNormal1;",
          "attribute vec3 morphNormal2;",
          "attribute vec3 morphNormal3;",

        "#else",

          "attribute vec3 morphTarget4;",
          "attribute vec3 morphTarget5;",
          "attribute vec3 morphTarget6;",
          "attribute vec3 morphTarget7;",

        "#endif",

      "#endif",

      "#ifdef USE_SKINNING",

        "attribute vec4 skinIndex;",
        "attribute vec4 skinWeight;",

      "#endif",

      ""

    ].join("\n");

    var prefix_fragment = [

      "precision " + _precision + " float;",

      ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",

      customDefines,

      "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
      "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
      "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
      "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,

      "#define MAX_SHADOWS " + parameters.maxShadows,

      parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",

      _this.gammaInput ? "#define GAMMA_INPUT" : "",
      _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
      _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",

      ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
      ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",

      parameters.map ? "#define USE_MAP" : "",
      parameters.envMap ? "#define USE_ENVMAP" : "",
      parameters.lightMap ? "#define USE_LIGHTMAP" : "",
      parameters.bumpMap ? "#define USE_BUMPMAP" : "",
      parameters.normalMap ? "#define USE_NORMALMAP" : "",
      parameters.specularMap ? "#define USE_SPECULARMAP" : "",
      parameters.vertexColors ? "#define USE_COLOR" : "",

      parameters.metal ? "#define METAL" : "",
      parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
      parameters.wrapAround ? "#define WRAP_AROUND" : "",
      parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
      parameters.flipSided ? "#define FLIP_SIDED" : "",

      parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
      parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
      parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
      parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",

      "uniform mat4 viewMatrix;",
      "uniform vec3 cameraPosition;",
      ""

    ].join("\n");

    var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );
    var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );

    _gl.attachShader( program, glVertexShader );
    _gl.attachShader( program, glFragmentShader );

    _gl.linkProgram( program );

    if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {

      console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );

    }

    // clean up

    _gl.deleteShader( glFragmentShader );
    _gl.deleteShader( glVertexShader );

    // console.log( prefix_fragment + fragmentShader );
    // console.log( prefix_vertex + vertexShader );

    program.uniforms = {};
    program.attributes = {};

    var identifiers, u, a, i;

    // cache uniform locations

    identifiers = [

      'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
      'morphTargetInfluences'

    ];

    if ( parameters.useVertexTexture ) {

      identifiers.push( 'boneTexture' );

    } else {

      identifiers.push( 'boneGlobalMatrices' );

    }

    for ( u in uniforms ) {

      identifiers.push( u );

    }

    cacheUniformLocations( program, identifiers );

    // cache attributes locations

    identifiers = [

      "position", "normal", "uv", "uv2", "tangent", "color",
      "skinIndex", "skinWeight", "lineDistance"

    ];

    for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {

      identifiers.push( "morphTarget" + i );

    }

    for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {

      identifiers.push( "morphNormal" + i );

    }

    for ( a in attributes ) {

      identifiers.push( a );

    }

    cacheAttributeLocations( program, identifiers );

    program.id = _programs_counter ++;

    _programs.push( { program: program, code: code, usedTimes: 1 } );

    _this.info.memory.programs = _programs.length;

    return program;

  };

  // Shader parameters cache

  function cacheUniformLocations ( program, identifiers ) {

    var i, l, id;

    for( i = 0, l = identifiers.length; i < l; i ++ ) {

      id = identifiers[ i ];
      program.uniforms[ id ] = _gl.getUniformLocation( program, id );

    }

  };

  function cacheAttributeLocations ( program, identifiers ) {

    var i, l, id;

    for( i = 0, l = identifiers.length; i < l; i ++ ) {

      id = identifiers[ i ];
      program.attributes[ id ] = _gl.getAttribLocation( program, id );

    }

  };

  function addLineNumbers ( string ) {

    var chunks = string.split( "\n" );

    for ( var i = 0, il = chunks.length; i < il; i ++ ) {

      // Chrome reports shader errors on lines
      // starting counting from 1

      chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];

    }

    return chunks.join( "\n" );

  };

  function getShader ( type, string ) {

    var shader;

    if ( type === "fragment" ) {

      shader = _gl.createShader( _gl.FRAGMENT_SHADER );

    } else if ( type === "vertex" ) {

      shader = _gl.createShader( _gl.VERTEX_SHADER );

    }

    _gl.shaderSource( shader, string );
    _gl.compileShader( shader );

    if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {

      console.error( _gl.getShaderInfoLog( shader ) );
      console.error( addLineNumbers( string ) );
      return null;

    }

    return shader;

  };

  // Textures


  function isPowerOfTwo ( value ) {

    return ( value & ( value - 1 ) ) === 0;

  };

  function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {

    if ( isImagePowerOfTwo ) {

      _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
      _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );

      _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
      _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );

    } else {

      _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
      _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );

      _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
      _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );

    }

    if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {

      if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {

        _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
        texture.__oldAnisotropy = texture.anisotropy;

      }

    }

  };

  this.setTexture = function ( texture, slot ) {

    if ( texture.needsUpdate ) {

      if ( ! texture.__webglInit ) {

        texture.__webglInit = true;

        texture.addEventListener( 'dispose', onTextureDispose );

        texture.__webglTexture = _gl.createTexture();

        _this.info.memory.textures ++;

      }

      _gl.activeTexture( _gl.TEXTURE0 + slot );
      _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );

      _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
      _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
      _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );

      var image = texture.image,
      isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
      glFormat = paramThreeToGL( texture.format ),
      glType = paramThreeToGL( texture.type );

      setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );

      var mipmap, mipmaps = texture.mipmaps;

      if ( texture instanceof THREE.DataTexture ) {

        // use manually created mipmaps if available
        // if there are no manual mipmaps
        // set 0 level mipmap and then use GL to generate other mipmap levels

        if ( mipmaps.length > 0 && isImagePowerOfTwo ) {

          for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

            mipmap = mipmaps[ i ];
            _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

          }

          texture.generateMipmaps = false;

        } else {

          _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );

        }

      } else if ( texture instanceof THREE.CompressedTexture ) {

        // compressed textures can only use manually created mipmaps
        // WebGL can't generate mipmaps for DDS textures

        for( var i = 0, il = mipmaps.length; i < il; i ++ ) {

          mipmap = mipmaps[ i ];
          _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

        }

      } else { // regular Texture (image, video, canvas)

        // use manually created mipmaps if available
        // if there are no manual mipmaps
        // set 0 level mipmap and then use GL to generate other mipmap levels

        if ( mipmaps.length > 0 && isImagePowerOfTwo ) {

          for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

            mipmap = mipmaps[ i ];
            _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );

          }

          texture.generateMipmaps = false;

        } else {

          _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );

        }

      }

      if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );

      texture.needsUpdate = false;

      if ( texture.onUpdate ) texture.onUpdate();

    } else {

      _gl.activeTexture( _gl.TEXTURE0 + slot );
      _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );

    }

  };

  function clampToMaxSize ( image, maxSize ) {

    if ( image.width <= maxSize && image.height <= maxSize ) {

      return image;

    }

    // Warning: Scaling through the canvas will only work with images that use
    // premultiplied alpha.

    var maxDimension = Math.max( image.width, image.height );
    var newWidth = Math.floor( image.width * maxSize / maxDimension );
    var newHeight = Math.floor( image.height * maxSize / maxDimension );

    var canvas = document.createElement( 'canvas' );
    canvas.width = newWidth;
    canvas.height = newHeight;

    var ctx = canvas.getContext( "2d" );
    ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );

    return canvas;

  }

  function setCubeTexture ( texture, slot ) {

    if ( texture.image.length === 6 ) {

      if ( texture.needsUpdate ) {

        if ( ! texture.image.__webglTextureCube ) {

          texture.addEventListener( 'dispose', onTextureDispose );

          texture.image.__webglTextureCube = _gl.createTexture();

          _this.info.memory.textures ++;

        }

        _gl.activeTexture( _gl.TEXTURE0 + slot );
        _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );

        _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );

        var isCompressed = texture instanceof THREE.CompressedTexture;

        var cubeImage = [];

        for ( var i = 0; i < 6; i ++ ) {

          if ( _this.autoScaleCubemaps && ! isCompressed ) {

            cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );

          } else {

            cubeImage[ i ] = texture.image[ i ];

          }

        }

        var image = cubeImage[ 0 ],
        isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
        glFormat = paramThreeToGL( texture.format ),
        glType = paramThreeToGL( texture.type );

        setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

        for ( var i = 0; i < 6; i ++ ) {

          if ( isCompressed ) {

            var mipmap, mipmaps = cubeImage[ i ].mipmaps;

            for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {

              mipmap = mipmaps[ j ];
              _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

            }

          } else {

            _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );

          }

        }

        if ( texture.generateMipmaps && isImagePowerOfTwo ) {

          _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

        }

        texture.needsUpdate = false;

        if ( texture.onUpdate ) texture.onUpdate();

      } else {

        _gl.activeTexture( _gl.TEXTURE0 + slot );
        _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );

      }

    }

  };

  function setCubeTextureDynamic ( texture, slot ) {

    _gl.activeTexture( _gl.TEXTURE0 + slot );
    _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );

  };

  // Render targets

  function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {

    _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
    _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );

  };

  function setupRenderBuffer ( renderbuffer, renderTarget  ) {

    _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );

    if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

      _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
      _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

    /* For some reason this is not working. Defaulting to RGBA4.
    } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

      _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
      _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
    */
    } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

      _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
      _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

    } else {

      _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );

    }

  };

  this.setRenderTarget = function ( renderTarget ) {

    var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );

    if ( renderTarget && ! renderTarget.__webglFramebuffer ) {

      if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
      if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;

      renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

      renderTarget.__webglTexture = _gl.createTexture();

      _this.info.memory.textures ++;

      // Setup texture, create render and frame buffers

      var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
        glFormat = paramThreeToGL( renderTarget.format ),
        glType = paramThreeToGL( renderTarget.type );

      if ( isCube ) {

        renderTarget.__webglFramebuffer = [];
        renderTarget.__webglRenderbuffer = [];

        _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
        setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );

        for ( var i = 0; i < 6; i ++ ) {

          renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
          renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();

          _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );

          setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
          setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );

        }

        if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

      } else {

        renderTarget.__webglFramebuffer = _gl.createFramebuffer();

        if ( renderTarget.shareDepthFrom ) {

          renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;

        } else {

          renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();

        }

        _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
        setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );

        _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );

        setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );

        if ( renderTarget.shareDepthFrom ) {

          if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

            _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );

          } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

            _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );

          }

        } else {

          setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );

        }

        if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );

      }

      // Release everything

      if ( isCube ) {

        _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

      } else {

        _gl.bindTexture( _gl.TEXTURE_2D, null );

      }

      _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
      _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );

    }

    var framebuffer, width, height, vx, vy;

    if ( renderTarget ) {

      if ( isCube ) {

        framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];

      } else {

        framebuffer = renderTarget.__webglFramebuffer;

      }

      width = renderTarget.width;
      height = renderTarget.height;

      vx = 0;
      vy = 0;

    } else {

      framebuffer = null;

      width = _viewportWidth;
      height = _viewportHeight;

      vx = _viewportX;
      vy = _viewportY;

    }

    if ( framebuffer !== _currentFramebuffer ) {

      _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
      _gl.viewport( vx, vy, width, height );

      _currentFramebuffer = framebuffer;

    }

    _currentWidth = width;
    _currentHeight = height;

  };

  function updateRenderTargetMipmap ( renderTarget ) {

    if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

      _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
      _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
      _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

    } else {

      _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
      _gl.generateMipmap( _gl.TEXTURE_2D );
      _gl.bindTexture( _gl.TEXTURE_2D, null );

    }

  };

  // Fallback filters for non-power-of-2 textures

  function filterFallback ( f ) {

    if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {

      return _gl.NEAREST;

    }

    return _gl.LINEAR;

  };

  // Map three.js constants to WebGL constants

  function paramThreeToGL ( p ) {

    if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
    if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
    if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;

    if ( p === THREE.NearestFilter ) return _gl.NEAREST;
    if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
    if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;

    if ( p === THREE.LinearFilter ) return _gl.LINEAR;
    if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
    if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;

    if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
    if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
    if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
    if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;

    if ( p === THREE.ByteType ) return _gl.BYTE;
    if ( p === THREE.ShortType ) return _gl.SHORT;
    if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
    if ( p === THREE.IntType ) return _gl.INT;
    if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
    if ( p === THREE.FloatType ) return _gl.FLOAT;

    if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
    if ( p === THREE.RGBFormat ) return _gl.RGB;
    if ( p === THREE.RGBAFormat ) return _gl.RGBA;
    if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
    if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;

    if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
    if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
    if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;

    if ( p === THREE.ZeroFactor ) return _gl.ZERO;
    if ( p === THREE.OneFactor ) return _gl.ONE;
    if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
    if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
    if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
    if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
    if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
    if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;

    if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
    if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
    if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;

    if ( _glExtensionCompressedTextureS3TC !== undefined ) {

      if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
      if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
      if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
      if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;

    }

    return 0;

  };

  // Allocations

  function allocateBones ( object ) {

    if ( _supportsBoneTextures && object && object.useVertexTexture ) {

      return 1024;

    } else {

      // default for when object is not specified
      // ( for example when prebuilding shader
      //   to be used with multiple objects )
      //
      //  - leave some extra space for other uniforms
      //  - limit here is ANGLE's 254 max uniform vectors
      //    (up to 54 should be safe)

      var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
      var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );

      var maxBones = nVertexMatrices;

      if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {

        maxBones = Math.min( object.bones.length, maxBones );

        if ( maxBones < object.bones.length ) {

          console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );

        }

      }

      return maxBones;

    }

  };

  function allocateLights( lights ) {

    var dirLights = 0;
    var pointLights = 0;
    var spotLights = 0;
    var hemiLights = 0;

    for ( var l = 0, ll = lights.length; l < ll; l ++ ) {

      var light = lights[ l ];

      if ( light.onlyShadow ) continue;

      if ( light instanceof THREE.DirectionalLight ) dirLights ++;
      if ( light instanceof THREE.PointLight ) pointLights ++;
      if ( light instanceof THREE.SpotLight ) spotLights ++;
      if ( light instanceof THREE.HemisphereLight ) hemiLights ++;

    }

    return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };

  };

  function allocateShadows( lights ) {

    var maxShadows = 0;

    for ( var l = 0, ll = lights.length; l < ll; l++ ) {

      var light = lights[ l ];

      if ( ! light.castShadow ) continue;

      if ( light instanceof THREE.SpotLight ) maxShadows ++;
      if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;

    }

    return maxShadows;

  };

  // Initialization

  function initGL() {

    try {

      if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {

        throw 'Error creating WebGL context.';

      }

    } catch ( error ) {

      console.error( error );

    }

    _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
    _glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
    _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );

    _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );

    _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );

    if ( ! _glExtensionTextureFloat ) {

      console.log( 'THREE.WebGLRenderer: Float textures not supported.' );

    }

    if ( ! _glExtensionStandardDerivatives ) {

      console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );

    }

    if ( ! _glExtensionTextureFilterAnisotropic ) {

      console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );

    }

    if ( ! _glExtensionCompressedTextureS3TC ) {

      console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );

    }

    if ( _gl.getShaderPrecisionFormat === undefined ) {

      _gl.getShaderPrecisionFormat = function() {

        return {
          "rangeMin"  : 1,
          "rangeMax"  : 1,
          "precision" : 1
        };

      }
    }

  };

  function setDefaultGLState () {

    _gl.clearColor( 0, 0, 0, 1 );
    _gl.clearDepth( 1 );
    _gl.clearStencil( 0 );

    _gl.enable( _gl.DEPTH_TEST );
    _gl.depthFunc( _gl.LEQUAL );

    _gl.frontFace( _gl.CCW );
    _gl.cullFace( _gl.BACK );
    _gl.enable( _gl.CULL_FACE );

    _gl.enable( _gl.BLEND );
    _gl.blendEquation( _gl.FUNC_ADD );
    _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );

    _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );

  };

  // default plugins (order is important)

  this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  this.addPrePlugin( this.shadowMapPlugin );

  this.addPostPlugin( new THREE.SpritePlugin() );
  this.addPostPlugin( new THREE.LensFlarePlugin() );

};

/**
 * @author szimek / https://github.com/szimek/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.WebGLRenderTarget = function ( width, height, options ) {

  this.width = width;
  this.height = height;

  options = options || {};

  this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
  this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;

  this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
  this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;

  this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;

  this.offset = new THREE.Vector2( 0, 0 );
  this.repeat = new THREE.Vector2( 1, 1 );

  this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
  this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;

  this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;

  this.generateMipmaps = true;

  this.shareDepthFrom = null;

};

THREE.WebGLRenderTarget.prototype = {

  constructor: THREE.WebGLRenderTarget,

  clone: function () {

    var tmp = new THREE.WebGLRenderTarget( this.width, this.height );

    tmp.wrapS = this.wrapS;
    tmp.wrapT = this.wrapT;

    tmp.magFilter = this.magFilter;
    tmp.minFilter = this.minFilter;

    tmp.anisotropy = this.anisotropy;

    tmp.offset.copy( this.offset );
    tmp.repeat.copy( this.repeat );

    tmp.format = this.format;
    tmp.type = this.type;

    tmp.depthBuffer = this.depthBuffer;
    tmp.stencilBuffer = this.stencilBuffer;

    tmp.generateMipmaps = this.generateMipmaps;

    tmp.shareDepthFrom = this.shareDepthFrom;

    return tmp;

  },

  dispose: function () {

    this.dispatchEvent( { type: 'dispose' } );

  }

};

THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );

/**
 * @author alteredq / http://alteredqualia.com
 */

THREE.WebGLRenderTargetCube = function ( width, height, options ) {

  THREE.WebGLRenderTarget.call( this, width, height, options );

  this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5

};

THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.RenderableVertex = function () {

  this.positionWorld = new THREE.Vector3();
  this.positionScreen = new THREE.Vector4();

  this.visible = true;

};

THREE.RenderableVertex.prototype.copy = function ( vertex ) {

  this.positionWorld.copy( vertex.positionWorld );
  this.positionScreen.copy( vertex.positionScreen );

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.RenderableFace3 = function () {

  this.id = 0;

  this.v1 = new THREE.RenderableVertex();
  this.v2 = new THREE.RenderableVertex();
  this.v3 = new THREE.RenderableVertex();

  this.centroidModel = new THREE.Vector3();

  this.normalModel = new THREE.Vector3();
  this.normalModelView = new THREE.Vector3();

  this.vertexNormalsLength = 0;
  this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  this.vertexNormalsModelView = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];

  this.color = null;
  this.material = null;
  this.uvs = [[]];

  this.z = 0;

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.RenderableFace4 = function () {

  this.id = 0;

  this.v1 = new THREE.RenderableVertex();
  this.v2 = new THREE.RenderableVertex();
  this.v3 = new THREE.RenderableVertex();
  this.v4 = new THREE.RenderableVertex();

  this.centroidModel = new THREE.Vector3();

  this.normalModel = new THREE.Vector3();
  this.normalModelView = new THREE.Vector3();

  this.vertexNormalsLength = 0;
  this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  this.vertexNormalsModelView = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];

  this.color = null;
  this.material = null;
  this.uvs = [[]];

  this.z = 0;

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.RenderableObject = function () {

  this.id = 0;

  this.object = null;
  this.z = 0;

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.RenderableParticle = function () {

  this.id = 0;

  this.object = null;

  this.x = 0;
  this.y = 0;
  this.z = 0;

  this.rotation = null;
  this.scale = new THREE.Vector2();

  this.material = null;

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.RenderableLine = function () {

  this.id = 0;

  this.v1 = new THREE.RenderableVertex();
  this.v2 = new THREE.RenderableVertex();

  this.vertexColors = [ new THREE.Color(), new THREE.Color() ];
  this.material = null;

  this.z = 0;

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.GeometryUtils = {

  // Merge two geometries or geometry and geometry from object (using object's transform)

  merge: function ( geometry1, object2 /* mesh | geometry */, materialIndexOffset ) {

    var matrix, normalMatrix,
    vertexOffset = geometry1.vertices.length,
    uvPosition = geometry1.faceVertexUvs[ 0 ].length,
    geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2,
    vertices1 = geometry1.vertices,
    vertices2 = geometry2.vertices,
    faces1 = geometry1.faces,
    faces2 = geometry2.faces,
    uvs1 = geometry1.faceVertexUvs[ 0 ],
    uvs2 = geometry2.faceVertexUvs[ 0 ];

    if ( materialIndexOffset === undefined ) materialIndexOffset = 0;

    if ( object2 instanceof THREE.Mesh ) {

      object2.matrixAutoUpdate && object2.updateMatrix();

      matrix = object2.matrix;

      normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );

    }

    // vertices

    for ( var i = 0, il = vertices2.length; i < il; i ++ ) {

      var vertex = vertices2[ i ];

      var vertexCopy = vertex.clone();

      if ( matrix ) vertexCopy.applyMatrix4( matrix );

      vertices1.push( vertexCopy );

    }

    // faces

    for ( i = 0, il = faces2.length; i < il; i ++ ) {

      var face = faces2[ i ], faceCopy, normal, color,
      faceVertexNormals = face.vertexNormals,
      faceVertexColors = face.vertexColors;

      if ( face instanceof THREE.Face3 ) {

        faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );

      } else if ( face instanceof THREE.Face4 ) {

        faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset );

      }

      faceCopy.normal.copy( face.normal );

      if ( normalMatrix ) {

        faceCopy.normal.applyMatrix3( normalMatrix ).normalize();

      }

      for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {

        normal = faceVertexNormals[ j ].clone();

        if ( normalMatrix ) {

          normal.applyMatrix3( normalMatrix ).normalize();

        }

        faceCopy.vertexNormals.push( normal );

      }

      faceCopy.color.copy( face.color );

      for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {

        color = faceVertexColors[ j ];
        faceCopy.vertexColors.push( color.clone() );

      }

      faceCopy.materialIndex = face.materialIndex + materialIndexOffset;

      faceCopy.centroid.copy( face.centroid );

      if ( matrix ) {

        faceCopy.centroid.applyMatrix4( matrix );

      }

      faces1.push( faceCopy );

    }

    // uvs

    for ( i = 0, il = uvs2.length; i < il; i ++ ) {

      var uv = uvs2[ i ], uvCopy = [];

      for ( var j = 0, jl = uv.length; j < jl; j ++ ) {

        uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );

      }

      uvs1.push( uvCopy );

    }

  },

  removeMaterials: function ( geometry, materialIndexArray ) {

    var materialIndexMap = {};

    for ( var i = 0, il = materialIndexArray.length; i < il; i ++ ) {

      materialIndexMap[ materialIndexArray[i] ] = true;

    }

    var face, newFaces = [];

    for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {

      face = geometry.faces[ i ];
      if ( ! ( face.materialIndex in materialIndexMap ) ) newFaces.push( face );

    }

    geometry.faces = newFaces;

  },

  // Get random point in triangle (via barycentric coordinates)
  //  (uniform distribution)
  //  http://www.cgafaq.info/wiki/Random_Point_In_Triangle

  randomPointInTriangle: function () {

    var vector = new THREE.Vector3();

    return function ( vectorA, vectorB, vectorC ) {

      var point = new THREE.Vector3();

      var a = THREE.Math.random16();
      var b = THREE.Math.random16();

      if ( ( a + b ) > 1 ) {

        a = 1 - a;
        b = 1 - b;

      }

      var c = 1 - a - b;

      point.copy( vectorA );
      point.multiplyScalar( a );

      vector.copy( vectorB );
      vector.multiplyScalar( b );

      point.add( vector );

      vector.copy( vectorC );
      vector.multiplyScalar( c );

      point.add( vector );

      return point;

    };

  }(),

  // Get random point in face (triangle / quad)
  // (uniform distribution)

  randomPointInFace: function ( face, geometry, useCachedAreas ) {

    var vA, vB, vC, vD;

    if ( face instanceof THREE.Face3 ) {

      vA = geometry.vertices[ face.a ];
      vB = geometry.vertices[ face.b ];
      vC = geometry.vertices[ face.c ];

      return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );

    } else if ( face instanceof THREE.Face4 ) {

      vA = geometry.vertices[ face.a ];
      vB = geometry.vertices[ face.b ];
      vC = geometry.vertices[ face.c ];
      vD = geometry.vertices[ face.d ];

      var area1, area2;

      if ( useCachedAreas ) {

        if ( face._area1 && face._area2 ) {

          area1 = face._area1;
          area2 = face._area2;

        } else {

          area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
          area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );

          face._area1 = area1;
          face._area2 = area2;

        }

      } else {

        area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ),
        area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );

      }

      var r = THREE.Math.random16() * ( area1 + area2 );

      if ( r < area1 ) {

        return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD );

      } else {

        return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD );

      }

    }

  },

  // Get uniformly distributed random points in mesh
  //  - create array with cumulative sums of face areas
  //  - pick random number from 0 to total area
  //  - find corresponding place in area array by binary search
  //  - get random point in face

  randomPointsInGeometry: function ( geometry, n ) {

    var face, i,
      faces = geometry.faces,
      vertices = geometry.vertices,
      il = faces.length,
      totalArea = 0,
      cumulativeAreas = [],
      vA, vB, vC, vD;

    // precompute face areas

    for ( i = 0; i < il; i ++ ) {

      face = faces[ i ];

      if ( face instanceof THREE.Face3 ) {

        vA = vertices[ face.a ];
        vB = vertices[ face.b ];
        vC = vertices[ face.c ];

        face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );

      } else if ( face instanceof THREE.Face4 ) {

        vA = vertices[ face.a ];
        vB = vertices[ face.b ];
        vC = vertices[ face.c ];
        vD = vertices[ face.d ];

        face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
        face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );

        face._area = face._area1 + face._area2;

      }

      totalArea += face._area;

      cumulativeAreas[ i ] = totalArea;

    }

    // binary search cumulative areas array

    function binarySearchIndices( value ) {

      function binarySearch( start, end ) {

        // return closest larger index
        // if exact number is not found

        if ( end < start )
          return start;

        var mid = start + Math.floor( ( end - start ) / 2 );

        if ( cumulativeAreas[ mid ] > value ) {

          return binarySearch( start, mid - 1 );

        } else if ( cumulativeAreas[ mid ] < value ) {

          return binarySearch( mid + 1, end );

        } else {

          return mid;

        }

      }

      var result = binarySearch( 0, cumulativeAreas.length - 1 )
      return result;

    }

    // pick random face weighted by face area

    var r, index,
      result = [];

    var stats = {};

    for ( i = 0; i < n; i ++ ) {

      r = THREE.Math.random16() * totalArea;

      index = binarySearchIndices( r );

      result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );

      if ( ! stats[ index ] ) {

        stats[ index ] = 1;

      } else {

        stats[ index ] += 1;

      }

    }

    return result;

  },

  // Get triangle area (half of parallelogram)
  //  http://mathworld.wolfram.com/TriangleArea.html

  triangleArea: function () {

    var vector1 = new THREE.Vector3();
    var vector2 = new THREE.Vector3();

    return function ( vectorA, vectorB, vectorC ) {

      vector1.subVectors( vectorB, vectorA );
      vector2.subVectors( vectorC, vectorA );
      vector1.cross( vector2 );

      return 0.5 * vector1.length();

    };

  }(),

  // Center geometry so that 0,0,0 is in center of bounding box

  center: function ( geometry ) {

    geometry.computeBoundingBox();

    var bb = geometry.boundingBox;

    var offset = new THREE.Vector3();

    offset.addVectors( bb.min, bb.max );
    offset.multiplyScalar( -0.5 );

    geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
    geometry.computeBoundingBox();

    return offset;

  },

  triangulateQuads: function ( geometry ) {

    var i, il, j, jl;

    var faces = [];
    var faceUvs = [];
    var faceVertexUvs = [];

    for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) {

      faceUvs[ i ] = [];

    }

    for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {

      faceVertexUvs[ i ] = [];

    }

    for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {

      var face = geometry.faces[ i ];

      if ( face instanceof THREE.Face4 ) {

        var a = face.a;
        var b = face.b;
        var c = face.c;
        var d = face.d;

        var triA = new THREE.Face3();
        var triB = new THREE.Face3();

        triA.color.copy( face.color );
        triB.color.copy( face.color );

        triA.materialIndex = face.materialIndex;
        triB.materialIndex = face.materialIndex;

        triA.a = a;
        triA.b = b;
        triA.c = d;

        triB.a = b;
        triB.b = c;
        triB.c = d;

        if ( face.vertexColors.length === 4 ) {

          triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone();
          triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone();
          triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();

          triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone();
          triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone();
          triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();

        }

        faces.push( triA, triB );

        for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {

          if ( geometry.faceVertexUvs[ j ].length ) {

            var uvs = geometry.faceVertexUvs[ j ][ i ];

            var uvA = uvs[ 0 ];
            var uvB = uvs[ 1 ];
            var uvC = uvs[ 2 ];
            var uvD = uvs[ 3 ];

            var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ];
            var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ];

            faceVertexUvs[ j ].push( uvsTriA, uvsTriB );

          }

        }

        for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {

          if ( geometry.faceUvs[ j ].length ) {

            var faceUv = geometry.faceUvs[ j ][ i ];

            faceUvs[ j ].push( faceUv, faceUv );

          }

        }

      } else {

        faces.push( face );

        for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {

          faceUvs[ j ].push( geometry.faceUvs[ j ][ i ] );

        }

        for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {

          faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );

        }

      }

    }

    geometry.faces = faces;
    geometry.faceUvs = faceUvs;
    geometry.faceVertexUvs = faceVertexUvs;

    geometry.computeCentroids();
    geometry.computeFaceNormals();
    geometry.computeVertexNormals();

    if ( geometry.hasTangents ) geometry.computeTangents();

  },

  setMaterialIndex: function ( geometry, index, startFace, endFace ){

    var faces = geometry.faces;
    var start = startFace || 0;
    var end = endFace || faces.length - 1;

    for ( var i = start; i <= end; i ++ ) {

      faces[i].materialIndex = index;

    }

    }

};

/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 */

THREE.ImageUtils = {

  crossOrigin: 'anonymous',

  loadTexture: function ( url, mapping, onLoad, onError ) {

    var image = new Image();
    var texture = new THREE.Texture( image, mapping );

    var loader = new THREE.ImageLoader();
    loader.crossOrigin = this.crossOrigin;
    loader.load( url, function ( image ) {

      texture.image = image;
      texture.needsUpdate = true;

      if ( onLoad ) onLoad( texture );

    } );

    texture.sourceFile = url;

    return texture;

  },

  loadCompressedTexture: function ( url, mapping, onLoad, onError ) {

    var texture = new THREE.CompressedTexture();
    texture.mapping = mapping;

    var request = new XMLHttpRequest();

    request.onload = function () {

      var buffer = request.response;
      var dds = THREE.ImageUtils.parseDDS( buffer, true );

      texture.format = dds.format;

      texture.mipmaps = dds.mipmaps;
      texture.image.width = dds.width;
      texture.image.height = dds.height;

      // gl.generateMipmap fails for compressed textures
      // mipmaps must be embedded in the DDS file
      // or texture filters must not use mipmapping

      texture.generateMipmaps = false;

      texture.needsUpdate = true;

      if ( onLoad ) onLoad( texture );

    }

    request.onerror = onError;

    request.open( 'GET', url, true );
    request.responseType = "arraybuffer";
    request.send( null );

    return texture;

  },

  loadTextureCube: function ( array, mapping, onLoad, onError ) {

    var images = [];
    images.loadCount = 0;

    var texture = new THREE.Texture();
    texture.image = images;
    if ( mapping !== undefined ) texture.mapping = mapping;

    // no flipping needed for cube textures

    texture.flipY = false;

    for ( var i = 0, il = array.length; i < il; ++ i ) {

      var cubeImage = new Image();
      images[ i ] = cubeImage;

      cubeImage.onload = function () {

        images.loadCount += 1;

        if ( images.loadCount === 6 ) {

          texture.needsUpdate = true;
          if ( onLoad ) onLoad( texture );

        }

      };

      cubeImage.onerror = onError;

      cubeImage.crossOrigin = this.crossOrigin;
      cubeImage.src = array[ i ];

    }

    return texture;

  },

  loadCompressedTextureCube: function ( array, mapping, onLoad, onError ) {

    var images = [];
    images.loadCount = 0;

    var texture = new THREE.CompressedTexture();
    texture.image = images;
    if ( mapping !== undefined ) texture.mapping = mapping;

    // no flipping for cube textures
    // (also flipping doesn't work for compressed textures )

    texture.flipY = false;

    // can't generate mipmaps for compressed textures
    // mips must be embedded in DDS files

    texture.generateMipmaps = false;

    var generateCubeFaceCallback = function ( rq, img ) {

      return function () {

        var buffer = rq.response;
        var dds = THREE.ImageUtils.parseDDS( buffer, true );

        img.format = dds.format;

        img.mipmaps = dds.mipmaps;
        img.width = dds.width;
        img.height = dds.height;

        images.loadCount += 1;

        if ( images.loadCount === 6 ) {

          texture.format = dds.format;
          texture.needsUpdate = true;
          if ( onLoad ) onLoad( texture );

        }

      }

    }

    // compressed cubemap textures as 6 separate DDS files

    if ( array instanceof Array ) {

      for ( var i = 0, il = array.length; i < il; ++ i ) {

        var cubeImage = {};
        images[ i ] = cubeImage;

        var request = new XMLHttpRequest();

        request.onload = generateCubeFaceCallback( request, cubeImage );
        request.onerror = onError;

        var url = array[ i ];

        request.open( 'GET', url, true );
        request.responseType = "arraybuffer";
        request.send( null );

      }

    // compressed cubemap texture stored in a single DDS file

    } else {

      var url = array;
      var request = new XMLHttpRequest();

      request.onload = function( ) {

        var buffer = request.response;
        var dds = THREE.ImageUtils.parseDDS( buffer, true );

        if ( dds.isCubemap ) {

          var faces = dds.mipmaps.length / dds.mipmapCount;

          for ( var f = 0; f < faces; f ++ ) {

            images[ f ] = { mipmaps : [] };

            for ( var i = 0; i < dds.mipmapCount; i ++ ) {

              images[ f ].mipmaps.push( dds.mipmaps[ f * dds.mipmapCount + i ] );
              images[ f ].format = dds.format;
              images[ f ].width = dds.width;
              images[ f ].height = dds.height;

            }

          }

          texture.format = dds.format;
          texture.needsUpdate = true;
          if ( onLoad ) onLoad( texture );

        }

      }

      request.onerror = onError;

      request.open( 'GET', url, true );
      request.responseType = "arraybuffer";
      request.send( null );

    }

    return texture;

  },

  parseDDS: function ( buffer, loadMipmaps ) {

    var dds = { mipmaps: [], width: 0, height: 0, format: null, mipmapCount: 1 };

    // Adapted from @toji's DDS utils
    //  https://github.com/toji/webgl-texture-utils/blob/master/texture-util/dds.js

    // All values and structures referenced from:
    // http://msdn.microsoft.com/en-us/library/bb943991.aspx/

    var DDS_MAGIC = 0x20534444;

    var DDSD_CAPS = 0x1,
      DDSD_HEIGHT = 0x2,
      DDSD_WIDTH = 0x4,
      DDSD_PITCH = 0x8,
      DDSD_PIXELFORMAT = 0x1000,
      DDSD_MIPMAPCOUNT = 0x20000,
      DDSD_LINEARSIZE = 0x80000,
      DDSD_DEPTH = 0x800000;

    var DDSCAPS_COMPLEX = 0x8,
      DDSCAPS_MIPMAP = 0x400000,
      DDSCAPS_TEXTURE = 0x1000;

    var DDSCAPS2_CUBEMAP = 0x200,
      DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
      DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
      DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
      DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
      DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
      DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
      DDSCAPS2_VOLUME = 0x200000;

    var DDPF_ALPHAPIXELS = 0x1,
      DDPF_ALPHA = 0x2,
      DDPF_FOURCC = 0x4,
      DDPF_RGB = 0x40,
      DDPF_YUV = 0x200,
      DDPF_LUMINANCE = 0x20000;

    function fourCCToInt32( value ) {

      return value.charCodeAt(0) +
        (value.charCodeAt(1) << 8) +
        (value.charCodeAt(2) << 16) +
        (value.charCodeAt(3) << 24);

    }

    function int32ToFourCC( value ) {

      return String.fromCharCode(
        value & 0xff,
        (value >> 8) & 0xff,
        (value >> 16) & 0xff,
        (value >> 24) & 0xff
      );
    }

    var FOURCC_DXT1 = fourCCToInt32("DXT1");
    var FOURCC_DXT3 = fourCCToInt32("DXT3");
    var FOURCC_DXT5 = fourCCToInt32("DXT5");

    var headerLengthInt = 31; // The header length in 32 bit ints

    // Offsets into the header array

    var off_magic = 0;

    var off_size = 1;
    var off_flags = 2;
    var off_height = 3;
    var off_width = 4;

    var off_mipmapCount = 7;

    var off_pfFlags = 20;
    var off_pfFourCC = 21;

    var off_caps = 27;
    var off_caps2 = 28;
    var off_caps3 = 29;
    var off_caps4 = 30;

    // Parse header

    var header = new Int32Array( buffer, 0, headerLengthInt );

    if ( header[ off_magic ] !== DDS_MAGIC ) {

      console.error( "ImageUtils.parseDDS(): Invalid magic number in DDS header" );
      return dds;

    }

    if ( ! header[ off_pfFlags ] & DDPF_FOURCC ) {

      console.error( "ImageUtils.parseDDS(): Unsupported format, must contain a FourCC code" );
      return dds;

    }

    var blockBytes;

    var fourCC = header[ off_pfFourCC ];

    switch ( fourCC ) {

      case FOURCC_DXT1:

        blockBytes = 8;
        dds.format = THREE.RGB_S3TC_DXT1_Format;
        break;

      case FOURCC_DXT3:

        blockBytes = 16;
        dds.format = THREE.RGBA_S3TC_DXT3_Format;
        break;

      case FOURCC_DXT5:

        blockBytes = 16;
        dds.format = THREE.RGBA_S3TC_DXT5_Format;
        break;

      default:

        console.error( "ImageUtils.parseDDS(): Unsupported FourCC code: ", int32ToFourCC( fourCC ) );
        return dds;

    }

    dds.mipmapCount = 1;

    if ( header[ off_flags ] & DDSD_MIPMAPCOUNT && loadMipmaps !== false ) {

      dds.mipmapCount = Math.max( 1, header[ off_mipmapCount ] );

    }

    //TODO: Verify that all faces of the cubemap are present with DDSCAPS2_CUBEMAP_POSITIVEX, etc.

    dds.isCubemap = header[ off_caps2 ] & DDSCAPS2_CUBEMAP ? true : false;

    dds.width = header[ off_width ];
    dds.height = header[ off_height ];

    var dataOffset = header[ off_size ] + 4;

    // Extract mipmaps buffers

    var width = dds.width;
    var height = dds.height;

    var faces = dds.isCubemap ? 6 : 1;

    for ( var face = 0; face < faces; face ++ ) {

      for ( var i = 0; i < dds.mipmapCount; i ++ ) {

        var dataLength = Math.max( 4, width ) / 4 * Math.max( 4, height ) / 4 * blockBytes;
        var byteArray = new Uint8Array( buffer, dataOffset, dataLength );

        var mipmap = { "data": byteArray, "width": width, "height": height };
        dds.mipmaps.push( mipmap );

        dataOffset += dataLength;

        width = Math.max( width * 0.5, 1 );
        height = Math.max( height * 0.5, 1 );

      }

      width = dds.width;
      height = dds.height;

    }

    return dds;

  },

  getNormalMap: function ( image, depth ) {

    // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/

    var cross = function ( a, b ) {

      return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ];

    }

    var subtract = function ( a, b ) {

      return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];

    }

    var normalize = function ( a ) {

      var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
      return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];

    }

    depth = depth | 1;

    var width = image.width;
    var height = image.height;

    var canvas = document.createElement( 'canvas' );
    canvas.width = width;
    canvas.height = height;

    var context = canvas.getContext( '2d' );
    context.drawImage( image, 0, 0 );

    var data = context.getImageData( 0, 0, width, height ).data;
    var imageData = context.createImageData( width, height );
    var output = imageData.data;

    for ( var x = 0; x < width; x ++ ) {

      for ( var y = 0; y < height; y ++ ) {

        var ly = y - 1 < 0 ? 0 : y - 1;
        var uy = y + 1 > height - 1 ? height - 1 : y + 1;
        var lx = x - 1 < 0 ? 0 : x - 1;
        var ux = x + 1 > width - 1 ? width - 1 : x + 1;

        var points = [];
        var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
        points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
        points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
        points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
        points.push( [  1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
        points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
        points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
        points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
        points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );

        var normals = [];
        var num_points = points.length;

        for ( var i = 0; i < num_points; i ++ ) {

          var v1 = points[ i ];
          var v2 = points[ ( i + 1 ) % num_points ];
          v1 = subtract( v1, origin );
          v2 = subtract( v2, origin );
          normals.push( normalize( cross( v1, v2 ) ) );

        }

        var normal = [ 0, 0, 0 ];

        for ( var i = 0; i < normals.length; i ++ ) {

          normal[ 0 ] += normals[ i ][ 0 ];
          normal[ 1 ] += normals[ i ][ 1 ];
          normal[ 2 ] += normals[ i ][ 2 ];

        }

        normal[ 0 ] /= normals.length;
        normal[ 1 ] /= normals.length;
        normal[ 2 ] /= normals.length;

        var idx = ( y * width + x ) * 4;

        output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
        output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
        output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
        output[ idx + 3 ] = 255;

      }

    }

    context.putImageData( imageData, 0, 0 );

    return canvas;

  },

  generateDataTexture: function ( width, height, color ) {

    var size = width * height;
    var data = new Uint8Array( 3 * size );

    var r = Math.floor( color.r * 255 );
    var g = Math.floor( color.g * 255 );
    var b = Math.floor( color.b * 255 );

    for ( var i = 0; i < size; i ++ ) {

      data[ i * 3 ]     = r;
      data[ i * 3 + 1 ] = g;
      data[ i * 3 + 2 ] = b;

    }

    var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
    texture.needsUpdate = true;

    return texture;

  }

};

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.SceneUtils = {

  createMultiMaterialObject: function ( geometry, materials ) {

    var group = new THREE.Object3D();

    for ( var i = 0, l = materials.length; i < l; i ++ ) {

      group.add( new THREE.Mesh( geometry, materials[ i ] ) );

    }

    return group;

  },

  detach : function ( child, parent, scene ) {

    child.applyMatrix( parent.matrixWorld );
    parent.remove( child );
    scene.add( child );

  },

  attach: function ( child, scene, parent ) {

    var matrixWorldInverse = new THREE.Matrix4();
    matrixWorldInverse.getInverse( parent.matrixWorld );
    child.applyMatrix( matrixWorldInverse );

    scene.remove( child );
    parent.add( child );

  }

};

/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * @author alteredq / http://alteredqualia.com/
 *
 * For Text operations in three.js (See TextGeometry)
 *
 * It uses techniques used in:
 *
 *  typeface.js and canvastext
 *    For converting fonts and rendering with javascript
 *    http://typeface.neocracy.org
 *
 *  Triangulation ported from AS3
 *    Simple Polygon Triangulation
 *    http://actionsnippet.com/?p=1462
 *
 *  A Method to triangulate shapes with holes
 *    http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
 *
 */

THREE.FontUtils = {

  faces : {},

  // Just for now. face[weight][style]

  face : "helvetiker",
  weight: "normal",
  style : "normal",
  size : 150,
  divisions : 10,

  getFace : function() {

    return this.faces[ this.face ][ this.weight ][ this.style ];

  },

  loadFace : function( data ) {

    var family = data.familyName.toLowerCase();

    var ThreeFont = this;

    ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};

    ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
    ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;

    var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;

    return data;

  },

  drawText : function( text ) {

    var characterPts = [], allPts = [];

    // RenderText

    var i, p,
      face = this.getFace(),
      scale = this.size / face.resolution,
      offset = 0,
      chars = String( text ).split( '' ),
      length = chars.length;

    var fontPaths = [];

    for ( i = 0; i < length; i ++ ) {

      var path = new THREE.Path();

      var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
      offset += ret.offset;

      fontPaths.push( ret.path );

    }

    // get the width

    var width = offset / 2;
    //
    // for ( p = 0; p < allPts.length; p++ ) {
    //
    //  allPts[ p ].x -= width;
    //
    // }

    //var extract = this.extractPoints( allPts, characterPts );
    //extract.contour = allPts;

    //extract.paths = fontPaths;
    //extract.offset = width;

    return { paths : fontPaths, offset : width };

  },




  extractGlyphPoints : function( c, face, scale, offset, path ) {

    var pts = [];

    var i, i2, divisions,
      outline, action, length,
      scaleX, scaleY,
      x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
      laste,
      glyph = face.glyphs[ c ] || face.glyphs[ '?' ];

    if ( !glyph ) return;

    if ( glyph.o ) {

      outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
      length = outline.length;

      scaleX = scale;
      scaleY = scale;

      for ( i = 0; i < length; ) {

        action = outline[ i ++ ];

        //console.log( action );

        switch( action ) {

        case 'm':

          // Move To

          x = outline[ i++ ] * scaleX + offset;
          y = outline[ i++ ] * scaleY;

          path.moveTo( x, y );
          break;

        case 'l':

          // Line To

          x = outline[ i++ ] * scaleX + offset;
          y = outline[ i++ ] * scaleY;
          path.lineTo(x,y);
          break;

        case 'q':

          // QuadraticCurveTo

          cpx  = outline[ i++ ] * scaleX + offset;
          cpy  = outline[ i++ ] * scaleY;
          cpx1 = outline[ i++ ] * scaleX + offset;
          cpy1 = outline[ i++ ] * scaleY;

          path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);

          laste = pts[ pts.length - 1 ];

          if ( laste ) {

            cpx0 = laste.x;
            cpy0 = laste.y;

            for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {

              var t = i2 / divisions;
              var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
              var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
            }

          }

          break;

        case 'b':

          // Cubic Bezier Curve

          cpx  = outline[ i++ ] *  scaleX + offset;
          cpy  = outline[ i++ ] *  scaleY;
          cpx1 = outline[ i++ ] *  scaleX + offset;
          cpy1 = outline[ i++ ] * -scaleY;
          cpx2 = outline[ i++ ] *  scaleX + offset;
          cpy2 = outline[ i++ ] * -scaleY;

          path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 );

          laste = pts[ pts.length - 1 ];

          if ( laste ) {

            cpx0 = laste.x;
            cpy0 = laste.y;

            for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {

              var t = i2 / divisions;
              var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
              var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );

            }

          }

          break;

        }

      }
    }



    return { offset: glyph.ha*scale, path:path};
  }

};


THREE.FontUtils.generateShapes = function( text, parameters ) {

  // Parameters 

  parameters = parameters || {};

  var size = parameters.size !== undefined ? parameters.size : 100;
  var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments: 4;

  var font = parameters.font !== undefined ? parameters.font : "helvetiker";
  var weight = parameters.weight !== undefined ? parameters.weight : "normal";
  var style = parameters.style !== undefined ? parameters.style : "normal";

  THREE.FontUtils.size = size;
  THREE.FontUtils.divisions = curveSegments;

  THREE.FontUtils.face = font;
  THREE.FontUtils.weight = weight;
  THREE.FontUtils.style = style;

  // Get a Font data json object

  var data = THREE.FontUtils.drawText( text );

  var paths = data.paths;
  var shapes = [];

  for ( var p = 0, pl = paths.length; p < pl; p ++ ) {

    Array.prototype.push.apply( shapes, paths[ p ].toShapes() );

  }

  return shapes;

};


/**
 * This code is a quick port of code written in C++ which was submitted to
 * flipcode.com by John W. Ratcliff  // July 22, 2000
 * See original code and more information here:
 * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
 *
 * ported to actionscript by Zevan Rosser
 * www.actionsnippet.com
 *
 * ported to javascript by Joshua Koo
 * http://www.lab4games.net/zz85/blog
 *
 */


( function( namespace ) {

  var EPSILON = 0.0000000001;

  // takes in an contour array and returns

  var process = function( contour, indices ) {

    var n = contour.length;

    if ( n < 3 ) return null;

    var result = [],
      verts = [],
      vertIndices = [];

    /* we want a counter-clockwise polygon in verts */

    var u, v, w;

    if ( area( contour ) > 0.0 ) {

      for ( v = 0; v < n; v++ ) verts[ v ] = v;

    } else {

      for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v;

    }

    var nv = n;

    /*  remove nv - 2 vertices, creating 1 triangle every time */

    var count = 2 * nv;   /* error detection */

    for( v = nv - 1; nv > 2; ) {

      /* if we loop, it is probably a non-simple polygon */

      if ( ( count-- ) <= 0 ) {

        //** Triangulate: ERROR - probable bad polygon!

        //throw ( "Warning, unable to triangulate polygon!" );
        //return null;
        // Sometimes warning is fine, especially polygons are triangulated in reverse.
        console.log( "Warning, unable to triangulate polygon!" );

        if ( indices ) return vertIndices;
        return result;

      }

      /* three consecutive vertices in current polygon, <u,v,w> */

      u = v;    if ( nv <= u ) u = 0;     /* previous */
      v = u + 1;  if ( nv <= v ) v = 0;     /* new v    */
      w = v + 1;  if ( nv <= w ) w = 0;     /* next     */

      if ( snip( contour, u, v, w, nv, verts ) ) {

        var a, b, c, s, t;

        /* true names of the vertices */

        a = verts[ u ];
        b = verts[ v ];
        c = verts[ w ];

        /* output Triangle */

        result.push( [ contour[ a ],
          contour[ b ],
          contour[ c ] ] );


        vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );

        /* remove v from the remaining polygon */

        for( s = v, t = v + 1; t < nv; s++, t++ ) {

          verts[ s ] = verts[ t ];

        }

        nv--;

        /* reset error detection counter */

        count = 2 * nv;

      }

    }

    if ( indices ) return vertIndices;
    return result;

  };

  // calculate area of the contour polygon

  var area = function ( contour ) {

    var n = contour.length;
    var a = 0.0;

    for( var p = n - 1, q = 0; q < n; p = q++ ) {

      a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;

    }

    return a * 0.5;

  };

  var snip = function ( contour, u, v, w, n, verts ) {

    var p;
    var ax, ay, bx, by;
    var cx, cy, px, py;

    ax = contour[ verts[ u ] ].x;
    ay = contour[ verts[ u ] ].y;

    bx = contour[ verts[ v ] ].x;
    by = contour[ verts[ v ] ].y;

    cx = contour[ verts[ w ] ].x;
    cy = contour[ verts[ w ] ].y;

    if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false;

    var aX, aY, bX, bY, cX, cY;
    var apx, apy, bpx, bpy, cpx, cpy;
    var cCROSSap, bCROSScp, aCROSSbp;

    aX = cx - bx;  aY = cy - by;
    bX = ax - cx;  bY = ay - cy;
    cX = bx - ax;  cY = by - ay;

    for ( p = 0; p < n; p++ ) {

      if( (p === u) || (p === v) || (p === w) ) continue;

      px = contour[ verts[ p ] ].x
      py = contour[ verts[ p ] ].y

      apx = px - ax;  apy = py - ay;
      bpx = px - bx;  bpy = py - by;
      cpx = px - cx;  cpy = py - cy;

      // see if p is inside triangle abc

      aCROSSbp = aX*bpy - aY*bpx;
      cCROSSap = cX*apy - cY*apx;
      bCROSScp = bX*cpy - bY*cpx;

      if ( (aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0) ) return false;

    }

    return true;

  };


  namespace.Triangulate = process;
  namespace.Triangulate.area = area;

  return namespace;

})(THREE.FontUtils);

// To use the typeface.js face files, hook up the API
self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };
THREE.typeface_js = self._typeface_js;

/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * Extensible curve object
 *
 * Some common of Curve methods
 * .getPoint(t), getTangent(t)
 * .getPointAt(u), getTagentAt(u)
 * .getPoints(), .getSpacedPoints()
 * .getLength()
 * .updateArcLengths()
 *
 * This following classes subclasses THREE.Curve:
 *
 * -- 2d classes --
 * THREE.LineCurve
 * THREE.QuadraticBezierCurve
 * THREE.CubicBezierCurve
 * THREE.SplineCurve
 * THREE.ArcCurve
 * THREE.EllipseCurve
 *
 * -- 3d classes --
 * THREE.LineCurve3
 * THREE.QuadraticBezierCurve3
 * THREE.CubicBezierCurve3
 * THREE.SplineCurve3
 * THREE.ClosedSplineCurve3
 *
 * A series of curves can be represented as a THREE.CurvePath
 *
 **/

/**************************************************************
 *  Abstract Curve base class
 **************************************************************/

THREE.Curve = function () {

};

// Virtual base class method to overwrite and implement in subclasses
//  - t [0 .. 1]

THREE.Curve.prototype.getPoint = function ( t ) {

  console.log( "Warning, getPoint() not implemented!" );
  return null;

};

// Get point at relative position in curve according to arc length
// - u [0 .. 1]

THREE.Curve.prototype.getPointAt = function ( u ) {

  var t = this.getUtoTmapping( u );
  return this.getPoint( t );

};

// Get sequence of points using getPoint( t )

THREE.Curve.prototype.getPoints = function ( divisions ) {

  if ( !divisions ) divisions = 5;

  var d, pts = [];

  for ( d = 0; d <= divisions; d ++ ) {

    pts.push( this.getPoint( d / divisions ) );

  }

  return pts;

};

// Get sequence of points using getPointAt( u )

THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {

  if ( !divisions ) divisions = 5;

  var d, pts = [];

  for ( d = 0; d <= divisions; d ++ ) {

    pts.push( this.getPointAt( d / divisions ) );

  }

  return pts;

};

// Get total curve arc length

THREE.Curve.prototype.getLength = function () {

  var lengths = this.getLengths();
  return lengths[ lengths.length - 1 ];

};

// Get list of cumulative segment lengths

THREE.Curve.prototype.getLengths = function ( divisions ) {

  if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;

  if ( this.cacheArcLengths
    && ( this.cacheArcLengths.length == divisions + 1 )
    && !this.needsUpdate) {

    //console.log( "cached", this.cacheArcLengths );
    return this.cacheArcLengths;

  }

  this.needsUpdate = false;

  var cache = [];
  var current, last = this.getPoint( 0 );
  var p, sum = 0;

  cache.push( 0 );

  for ( p = 1; p <= divisions; p ++ ) {

    current = this.getPoint ( p / divisions );
    sum += current.distanceTo( last );
    cache.push( sum );
    last = current;

  }

  this.cacheArcLengths = cache;

  return cache; // { sums: cache, sum:sum }; Sum is in the last element.

};


THREE.Curve.prototype.updateArcLengths = function() {
  this.needsUpdate = true;
  this.getLengths();
};

// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance

THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {

  var arcLengths = this.getLengths();

  var i = 0, il = arcLengths.length;

  var targetArcLength; // The targeted u distance value to get

  if ( distance ) {

    targetArcLength = distance;

  } else {

    targetArcLength = u * arcLengths[ il - 1 ];

  }

  //var time = Date.now();

  // binary search for the index with largest value smaller than target u distance

  var low = 0, high = il - 1, comparison;

  while ( low <= high ) {

    i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats

    comparison = arcLengths[ i ] - targetArcLength;

    if ( comparison < 0 ) {

      low = i + 1;
      continue;

    } else if ( comparison > 0 ) {

      high = i - 1;
      continue;

    } else {

      high = i;
      break;

      // DONE

    }

  }

  i = high;

  //console.log('b' , i, low, high, Date.now()- time);

  if ( arcLengths[ i ] == targetArcLength ) {

    var t = i / ( il - 1 );
    return t;

  }

  // we could get finer grain at lengths, or use simple interpolatation between two points

  var lengthBefore = arcLengths[ i ];
    var lengthAfter = arcLengths[ i + 1 ];

    var segmentLength = lengthAfter - lengthBefore;

    // determine where we are between the 'before' and 'after' points

    var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;

    // add that fractional amount to t

    var t = ( i + segmentFraction ) / ( il -1 );

  return t;

};

// Returns a unit vector tangent at t
// In case any sub curve does not implement its tangent derivation,
// 2 points a small delta apart will be used to find its gradient
// which seems to give a reasonable approximation

THREE.Curve.prototype.getTangent = function( t ) {

  var delta = 0.0001;
  var t1 = t - delta;
  var t2 = t + delta;

  // Capping in case of danger

  if ( t1 < 0 ) t1 = 0;
  if ( t2 > 1 ) t2 = 1;

  var pt1 = this.getPoint( t1 );
  var pt2 = this.getPoint( t2 );

  var vec = pt2.clone().sub(pt1);
  return vec.normalize();

};


THREE.Curve.prototype.getTangentAt = function ( u ) {

  var t = this.getUtoTmapping( u );
  return this.getTangent( t );

};





/**************************************************************
 *  Utils
 **************************************************************/

THREE.Curve.Utils = {

  tangentQuadraticBezier: function ( t, p0, p1, p2 ) {

    return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );

  },

  // Puay Bing, thanks for helping with this derivative!

  tangentCubicBezier: function (t, p0, p1, p2, p3 ) {

    return -3 * p0 * (1 - t) * (1 - t)  +
      3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
      6 * t *  p2 * (1-t) - 3 * t * t * p2 +
      3 * t * t * p3;
  },


  tangentSpline: function ( t, p0, p1, p2, p3 ) {

    // To check if my formulas are correct

    var h00 = 6 * t * t - 6 * t;  // derived from 2t^3 − 3t^2 + 1
    var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
    var h01 = -6 * t * t + 6 * t;   // − 2t3 + 3t2
    var h11 = 3 * t * t - 2 * t;  // t3 − t2

    return h00 + h10 + h01 + h11;

  },

  // Catmull-Rom

  interpolate: function( p0, p1, p2, p3, t ) {

    var v0 = ( p2 - p0 ) * 0.5;
    var v1 = ( p3 - p1 ) * 0.5;
    var t2 = t * t;
    var t3 = t * t2;
    return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;

  }

};


// TODO: Transformation for Curves?

/**************************************************************
 *  3D Curves
 **************************************************************/

// A Factory method for creating new curve subclasses

THREE.Curve.create = function ( constructor, getPointFunc ) {

  constructor.prototype = Object.create( THREE.Curve.prototype );
  constructor.prototype.getPoint = getPointFunc;

  return constructor;

};

/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 *
 **/

/**************************************************************
 *  Curved Path - a curve path is simply a array of connected
 *  curves, but retains the api of a curve
 **************************************************************/

THREE.CurvePath = function () {

  this.curves = [];
  this.bends = [];
  
  this.autoClose = false; // Automatically closes the path
};

THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );

THREE.CurvePath.prototype.add = function ( curve ) {

  this.curves.push( curve );

};

THREE.CurvePath.prototype.checkConnection = function() {
  // TODO
  // If the ending of curve is not connected to the starting
  // or the next curve, then, this is not a real path
};

THREE.CurvePath.prototype.closePath = function() {
  // TODO Test
  // and verify for vector3 (needs to implement equals)
  // Add a line curve if start and end of lines are not connected
  var startPoint = this.curves[0].getPoint(0);
  var endPoint = this.curves[this.curves.length-1].getPoint(1);
  
  if (!startPoint.equals(endPoint)) {
    this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
  }
  
};

// To get accurate point with reference to
// entire path distance at time t,
// following has to be done:

// 1. Length of each sub path have to be known
// 2. Locate and identify type of curve
// 3. Get t for the curve
// 4. Return curve.getPointAt(t')

THREE.CurvePath.prototype.getPoint = function( t ) {

  var d = t * this.getLength();
  var curveLengths = this.getCurveLengths();
  var i = 0, diff, curve;

  // To think about boundaries points.

  while ( i < curveLengths.length ) {

    if ( curveLengths[ i ] >= d ) {

      diff = curveLengths[ i ] - d;
      curve = this.curves[ i ];

      var u = 1 - diff / curve.getLength();

      return curve.getPointAt( u );

      break;
    }

    i ++;

  }

  return null;

  // loop where sum != 0, sum > d , sum+1 <d

};

/*
THREE.CurvePath.prototype.getTangent = function( t ) {
};*/


// We cannot use the default THREE.Curve getPoint() with getLength() because in
// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
// getPoint() depends on getLength

THREE.CurvePath.prototype.getLength = function() {

  var lens = this.getCurveLengths();
  return lens[ lens.length - 1 ];

};

// Compute lengths and cache them
// We cannot overwrite getLengths() because UtoT mapping uses it.

THREE.CurvePath.prototype.getCurveLengths = function() {

  // We use cache values if curves and cache array are same length

  if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {

    return this.cacheLengths;

  };

  // Get length of subsurve
  // Push sums into cached array

  var lengths = [], sums = 0;
  var i, il = this.curves.length;

  for ( i = 0; i < il; i ++ ) {

    sums += this.curves[ i ].getLength();
    lengths.push( sums );

  }

  this.cacheLengths = lengths;

  return lengths;

};



// Returns min and max coordinates, as well as centroid

THREE.CurvePath.prototype.getBoundingBox = function () {

  var points = this.getPoints();

  var maxX, maxY, maxZ;
  var minX, minY, minZ;

  maxX = maxY = Number.NEGATIVE_INFINITY;
  minX = minY = Number.POSITIVE_INFINITY;

  var p, i, il, sum;

  var v3 = points[0] instanceof THREE.Vector3;

  sum = v3 ? new THREE.Vector3() : new THREE.Vector2();

  for ( i = 0, il = points.length; i < il; i ++ ) {

    p = points[ i ];

    if ( p.x > maxX ) maxX = p.x;
    else if ( p.x < minX ) minX = p.x;

    if ( p.y > maxY ) maxY = p.y;
    else if ( p.y < minY ) minY = p.y;

    if ( v3 ) {

      if ( p.z > maxZ ) maxZ = p.z;
      else if ( p.z < minZ ) minZ = p.z;

    }

    sum.add( p );

  }

  var ret = {

    minX: minX,
    minY: minY,
    maxX: maxX,
    maxY: maxY,
    centroid: sum.divideScalar( il )

  };

  if ( v3 ) {

    ret.maxZ = maxZ;
    ret.minZ = minZ;

  }

  return ret;

};

/**************************************************************
 *  Create Geometries Helpers
 **************************************************************/

/// Generate geometry from path points (for Line or ParticleSystem objects)

THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {

  var pts = this.getPoints( divisions, true );
  return this.createGeometry( pts );

};

// Generate geometry from equidistance sampling along the path

THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {

  var pts = this.getSpacedPoints( divisions, true );
  return this.createGeometry( pts );

};

THREE.CurvePath.prototype.createGeometry = function( points ) {

  var geometry = new THREE.Geometry();

  for ( var i = 0; i < points.length; i ++ ) {

    geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );

  }

  return geometry;

};


/**************************************************************
 *  Bend / Wrap Helper Methods
 **************************************************************/

// Wrap path / Bend modifiers?

THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {

  this.bends.push( bendpath );

};

THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {

  var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
  var i, il;

  if ( !bends ) {

    bends = this.bends;

  }

  for ( i = 0, il = bends.length; i < il; i ++ ) {

    oldPts = this.getWrapPoints( oldPts, bends[ i ] );

  }

  return oldPts;

};

THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {

  var oldPts = this.getSpacedPoints( segments );

  var i, il;

  if ( !bends ) {

    bends = this.bends;

  }

  for ( i = 0, il = bends.length; i < il; i ++ ) {

    oldPts = this.getWrapPoints( oldPts, bends[ i ] );

  }

  return oldPts;

};

// This returns getPoints() bend/wrapped around the contour of a path.
// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html

THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {

  var bounds = this.getBoundingBox();

  var i, il, p, oldX, oldY, xNorm;

  for ( i = 0, il = oldPts.length; i < il; i ++ ) {

    p = oldPts[ i ];

    oldX = p.x;
    oldY = p.y;

    xNorm = oldX / bounds.maxX;

    // If using actual distance, for length > path, requires line extrusions
    //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance

    xNorm = path.getUtoTmapping( xNorm, oldX );

    // check for out of bounds?

    var pathPt = path.getPoint( xNorm );
    var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY );

    p.x = pathPt.x + normal.x;
    p.y = pathPt.y + normal.y;

  }

  return oldPts;

};


/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Gyroscope = function () {

  THREE.Object3D.call( this );

};

THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );

THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {

  this.matrixAutoUpdate && this.updateMatrix();

  // update matrixWorld

  if ( this.matrixWorldNeedsUpdate || force ) {

    if ( this.parent ) {

      this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );

      this.matrixWorld.decompose( this.translationWorld, this.quaternionWorld, this.scaleWorld );
      this.matrix.decompose( this.translationObject, this.quaternionObject, this.scaleObject );

      this.matrixWorld.compose( this.translationWorld, this.quaternionObject, this.scaleWorld );


    } else {

      this.matrixWorld.copy( this.matrix );

    }


    this.matrixWorldNeedsUpdate = false;

    force = true;

  }

  // update children

  for ( var i = 0, l = this.children.length; i < l; i ++ ) {

    this.children[ i ].updateMatrixWorld( force );

  }

};

THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
THREE.Gyroscope.prototype.quaternionWorld = new THREE.Quaternion();
THREE.Gyroscope.prototype.quaternionObject = new THREE.Quaternion();
THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();


/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * Creates free form 2d path using series of points, lines or curves.
 *
 **/

THREE.Path = function ( points ) {

  THREE.CurvePath.call(this);

  this.actions = [];

  if ( points ) {

    this.fromPoints( points );

  }

};

THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );

THREE.PathActions = {

  MOVE_TO: 'moveTo',
  LINE_TO: 'lineTo',
  QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
  BEZIER_CURVE_TO: 'bezierCurveTo',     // Bezier cubic curve
  CSPLINE_THRU: 'splineThru',       // Catmull-rom spline
  ARC: 'arc',               // Circle
  ELLIPSE: 'ellipse'
};

// TODO Clean up PATH API

// Create path using straight lines to connect all points
// - vectors: array of Vector2

THREE.Path.prototype.fromPoints = function ( vectors ) {

  this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );

  for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {

    this.lineTo( vectors[ v ].x, vectors[ v ].y );

  };

};

// startPath() endPath()?

THREE.Path.prototype.moveTo = function ( x, y ) {

  var args = Array.prototype.slice.call( arguments );
  this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );

};

THREE.Path.prototype.lineTo = function ( x, y ) {

  var args = Array.prototype.slice.call( arguments );

  var lastargs = this.actions[ this.actions.length - 1 ].args;

  var x0 = lastargs[ lastargs.length - 2 ];
  var y0 = lastargs[ lastargs.length - 1 ];

  var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
  this.curves.push( curve );

  this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );

};

THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {

  var args = Array.prototype.slice.call( arguments );

  var lastargs = this.actions[ this.actions.length - 1 ].args;

  var x0 = lastargs[ lastargs.length - 2 ];
  var y0 = lastargs[ lastargs.length - 1 ];

  var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
                        new THREE.Vector2( aCPx, aCPy ),
                        new THREE.Vector2( aX, aY ) );
  this.curves.push( curve );

  this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );

};

THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
                         aCP2x, aCP2y,
                         aX, aY ) {

  var args = Array.prototype.slice.call( arguments );

  var lastargs = this.actions[ this.actions.length - 1 ].args;

  var x0 = lastargs[ lastargs.length - 2 ];
  var y0 = lastargs[ lastargs.length - 1 ];

  var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
                      new THREE.Vector2( aCP1x, aCP1y ),
                      new THREE.Vector2( aCP2x, aCP2y ),
                      new THREE.Vector2( aX, aY ) );
  this.curves.push( curve );

  this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );

};

THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {

  var args = Array.prototype.slice.call( arguments );
  var lastargs = this.actions[ this.actions.length - 1 ].args;

  var x0 = lastargs[ lastargs.length - 2 ];
  var y0 = lastargs[ lastargs.length - 1 ];
//---
  var npts = [ new THREE.Vector2( x0, y0 ) ];
  Array.prototype.push.apply( npts, pts );

  var curve = new THREE.SplineCurve( npts );
  this.curves.push( curve );

  this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );

};

// FUTURE: Change the API or follow canvas API?

THREE.Path.prototype.arc = function ( aX, aY, aRadius,
                    aStartAngle, aEndAngle, aClockwise ) {

  var lastargs = this.actions[ this.actions.length - 1].args;
  var x0 = lastargs[ lastargs.length - 2 ];
  var y0 = lastargs[ lastargs.length - 1 ];

  this.absarc(aX + x0, aY + y0, aRadius,
    aStartAngle, aEndAngle, aClockwise );

 };

 THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
                    aStartAngle, aEndAngle, aClockwise ) {
  this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
 };

THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
                    aStartAngle, aEndAngle, aClockwise ) {

  var lastargs = this.actions[ this.actions.length - 1].args;
  var x0 = lastargs[ lastargs.length - 2 ];
  var y0 = lastargs[ lastargs.length - 1 ];

  this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
    aStartAngle, aEndAngle, aClockwise );

 };


THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
                    aStartAngle, aEndAngle, aClockwise ) {

  var args = Array.prototype.slice.call( arguments );
  var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
                  aStartAngle, aEndAngle, aClockwise );
  this.curves.push( curve );

  var lastPoint = curve.getPoint(aClockwise ? 1 : 0);
  args.push(lastPoint.x);
  args.push(lastPoint.y);

  this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );

 };

THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {

  if ( ! divisions ) divisions = 40;

  var points = [];

  for ( var i = 0; i < divisions; i ++ ) {

    points.push( this.getPoint( i / divisions ) );

    //if( !this.getPoint( i / divisions ) ) throw "DIE";

  }

  // if ( closedPath ) {
  //
  //  points.push( points[ 0 ] );
  //
  // }

  return points;

};

/* Return an array of vectors based on contour of the path */

THREE.Path.prototype.getPoints = function( divisions, closedPath ) {

  if (this.useSpacedPoints) {
    console.log('tata');
    return this.getSpacedPoints( divisions, closedPath );
  }

  divisions = divisions || 12;

  var points = [];

  var i, il, item, action, args;
  var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
    laste, j,
    t, tx, ty;

  for ( i = 0, il = this.actions.length; i < il; i ++ ) {

    item = this.actions[ i ];

    action = item.action;
    args = item.args;

    switch( action ) {

    case THREE.PathActions.MOVE_TO:

      points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );

      break;

    case THREE.PathActions.LINE_TO:

      points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );

      break;

    case THREE.PathActions.QUADRATIC_CURVE_TO:

      cpx  = args[ 2 ];
      cpy  = args[ 3 ];

      cpx1 = args[ 0 ];
      cpy1 = args[ 1 ];

      if ( points.length > 0 ) {

        laste = points[ points.length - 1 ];

        cpx0 = laste.x;
        cpy0 = laste.y;

      } else {

        laste = this.actions[ i - 1 ].args;

        cpx0 = laste[ laste.length - 2 ];
        cpy0 = laste[ laste.length - 1 ];

      }

      for ( j = 1; j <= divisions; j ++ ) {

        t = j / divisions;

        tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
        ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );

        points.push( new THREE.Vector2( tx, ty ) );

      }

      break;

    case THREE.PathActions.BEZIER_CURVE_TO:

      cpx  = args[ 4 ];
      cpy  = args[ 5 ];

      cpx1 = args[ 0 ];
      cpy1 = args[ 1 ];

      cpx2 = args[ 2 ];
      cpy2 = args[ 3 ];

      if ( points.length > 0 ) {

        laste = points[ points.length - 1 ];

        cpx0 = laste.x;
        cpy0 = laste.y;

      } else {

        laste = this.actions[ i - 1 ].args;

        cpx0 = laste[ laste.length - 2 ];
        cpy0 = laste[ laste.length - 1 ];

      }


      for ( j = 1; j <= divisions; j ++ ) {

        t = j / divisions;

        tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
        ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );

        points.push( new THREE.Vector2( tx, ty ) );

      }

      break;

    case THREE.PathActions.CSPLINE_THRU:

      laste = this.actions[ i - 1 ].args;

      var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
      var spts = [ last ];

      var n = divisions * args[ 0 ].length;

      spts = spts.concat( args[ 0 ] );

      var spline = new THREE.SplineCurve( spts );

      for ( j = 1; j <= n; j ++ ) {

        points.push( spline.getPointAt( j / n ) ) ;

      }

      break;

    case THREE.PathActions.ARC:

      var aX = args[ 0 ], aY = args[ 1 ],
        aRadius = args[ 2 ],
        aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
        aClockwise = !!args[ 5 ];

      var deltaAngle = aEndAngle - aStartAngle;
      var angle;
      var tdivisions = divisions * 2;

      for ( j = 1; j <= tdivisions; j ++ ) {

        t = j / tdivisions;

        if ( ! aClockwise ) {

          t = 1 - t;

        }

        angle = aStartAngle + t * deltaAngle;

        tx = aX + aRadius * Math.cos( angle );
        ty = aY + aRadius * Math.sin( angle );

        //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);

        points.push( new THREE.Vector2( tx, ty ) );

      }

      //console.log(points);

      break;
      
    case THREE.PathActions.ELLIPSE:

      var aX = args[ 0 ], aY = args[ 1 ],
        xRadius = args[ 2 ],
        yRadius = args[ 3 ],
        aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
        aClockwise = !!args[ 6 ];


      var deltaAngle = aEndAngle - aStartAngle;
      var angle;
      var tdivisions = divisions * 2;

      for ( j = 1; j <= tdivisions; j ++ ) {

        t = j / tdivisions;

        if ( ! aClockwise ) {

          t = 1 - t;

        }

        angle = aStartAngle + t * deltaAngle;

        tx = aX + xRadius * Math.cos( angle );
        ty = aY + yRadius * Math.sin( angle );

        //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);

        points.push( new THREE.Vector2( tx, ty ) );

      }

      //console.log(points);

      break;

    } // end switch

  }



  // Normalize to remove the closing point by default.
  var lastPoint = points[ points.length - 1];
  var EPSILON = 0.0000000001;
  if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
       Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
    points.splice( points.length - 1, 1);
  if ( closedPath ) {

    points.push( points[ 0 ] );

  }

  return points;

};

// Breaks path into shapes

THREE.Path.prototype.toShapes = function( isCCW ) {

  var i, il, item, action, args;

  var subPaths = [], lastPath = new THREE.Path();

  for ( i = 0, il = this.actions.length; i < il; i ++ ) {

    item = this.actions[ i ];

    args = item.args;
    action = item.action;

    if ( action == THREE.PathActions.MOVE_TO ) {

      if ( lastPath.actions.length != 0 ) {

        subPaths.push( lastPath );
        lastPath = new THREE.Path();

      }

    }

    lastPath[ action ].apply( lastPath, args );

  }

  if ( lastPath.actions.length != 0 ) {

    subPaths.push( lastPath );

  }

  // console.log(subPaths);

  if ( subPaths.length == 0 ) return [];

  var solid, tmpPath, tmpShape, shapes = [];

  if ( subPaths.length == 1) {

    tmpPath = subPaths[0];
    tmpShape = new THREE.Shape();
    tmpShape.actions = tmpPath.actions;
    tmpShape.curves = tmpPath.curves;
    shapes.push( tmpShape );
    return shapes;

  }

  var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
  holesFirst = isCCW ? !holesFirst : holesFirst;

  // console.log("Holes first", holesFirst);

  if ( holesFirst ) {

    tmpShape = new THREE.Shape();

    for ( i = 0, il = subPaths.length; i < il; i ++ ) {

      tmpPath = subPaths[ i ];
      solid = THREE.Shape.Utils.isClockWise( tmpPath.getPoints() );
      solid = isCCW ? !solid : solid;

      if ( solid ) {

        tmpShape.actions = tmpPath.actions;
        tmpShape.curves = tmpPath.curves;

        shapes.push( tmpShape );
        tmpShape = new THREE.Shape();

        //console.log('cw', i);

      } else {

        tmpShape.holes.push( tmpPath );

        //console.log('ccw', i);

      }

    }

  } else {

    // Shapes first
    tmpShape = undefined;

    for ( i = 0, il = subPaths.length; i < il; i ++ ) {

      tmpPath = subPaths[ i ];
      solid = THREE.Shape.Utils.isClockWise( tmpPath.getPoints() );
      solid = isCCW ? !solid : solid;

      if ( solid ) {

        if ( tmpShape ) shapes.push( tmpShape );

        tmpShape = new THREE.Shape();
        tmpShape.actions = tmpPath.actions;
        tmpShape.curves = tmpPath.curves;

      } else {

        tmpShape.holes.push( tmpPath );

      }

    }

    shapes.push( tmpShape );

  }

  //console.log("shape", shapes);

  return shapes;

};

/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * Defines a 2d shape plane using paths.
 **/

// STEP 1 Create a path.
// STEP 2 Turn path into shape.
// STEP 3 ExtrudeGeometry takes in Shape/Shapes
// STEP 3a - Extract points from each shape, turn to vertices
// STEP 3b - Triangulate each shape, add faces.

THREE.Shape = function () {

  THREE.Path.apply( this, arguments );
  this.holes = [];

};

THREE.Shape.prototype = Object.create( THREE.Path.prototype );

// Convenience method to return ExtrudeGeometry

THREE.Shape.prototype.extrude = function ( options ) {

  var extruded = new THREE.ExtrudeGeometry( this, options );
  return extruded;

};

// Convenience method to return ShapeGeometry

THREE.Shape.prototype.makeGeometry = function ( options ) {

  var geometry = new THREE.ShapeGeometry( this, options );
  return geometry;

};

// Get points of holes

THREE.Shape.prototype.getPointsHoles = function ( divisions ) {

  var i, il = this.holes.length, holesPts = [];

  for ( i = 0; i < il; i ++ ) {

    holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );

  }

  return holesPts;

};

// Get points of holes (spaced by regular distance)

THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {

  var i, il = this.holes.length, holesPts = [];

  for ( i = 0; i < il; i ++ ) {

    holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );

  }

  return holesPts;

};


// Get points of shape and holes (keypoints based on segments parameter)

THREE.Shape.prototype.extractAllPoints = function ( divisions ) {

  return {

    shape: this.getTransformedPoints( divisions ),
    holes: this.getPointsHoles( divisions )

  };

};

THREE.Shape.prototype.extractPoints = function ( divisions ) {

  if (this.useSpacedPoints) {
    return this.extractAllSpacedPoints(divisions);
  }

  return this.extractAllPoints(divisions);

};

//
// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
//
//  return {
//
//    shape: this.transform( bend, divisions ),
//    holes: this.getPointsHoles( divisions, bend )
//
//  };
//
// };

// Get points of shape and holes (spaced by regular distance)

THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {

  return {

    shape: this.getTransformedSpacedPoints( divisions ),
    holes: this.getSpacedPointsHoles( divisions )

  };

};

/**************************************************************
 *  Utils
 **************************************************************/

THREE.Shape.Utils = {

  /*
    contour - array of vector2 for contour
    holes   - array of array of vector2
  */

  removeHoles: function ( contour, holes ) {

    var shape = contour.concat(); // work on this shape
    var allpoints = shape.concat();

    /* For each isolated shape, find the closest points and break to the hole to allow triangulation */


    var prevShapeVert, nextShapeVert,
      prevHoleVert, nextHoleVert,
      holeIndex, shapeIndex,
      shapeId, shapeGroup,
      h, h2,
      hole, shortest, d,
      p, pts1, pts2,
      tmpShape1, tmpShape2,
      tmpHole1, tmpHole2,
      verts = [];

    for ( h = 0; h < holes.length; h ++ ) {

      hole = holes[ h ];

      /*
      shapeholes[ h ].concat(); // preserves original
      holes.push( hole );
      */

      Array.prototype.push.apply( allpoints, hole );

      shortest = Number.POSITIVE_INFINITY;


      // Find the shortest pair of pts between shape and hole

      // Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n)
      // Using distanceToSquared() intead of distanceTo() should speed a little
      // since running square roots operations are reduced.

      for ( h2 = 0; h2 < hole.length; h2 ++ ) {

        pts1 = hole[ h2 ];
        var dist = [];

        for ( p = 0; p < shape.length; p++ ) {

          pts2 = shape[ p ];
          d = pts1.distanceToSquared( pts2 );
          dist.push( d );

          if ( d < shortest ) {

            shortest = d;
            holeIndex = h2;
            shapeIndex = p;

          }

        }

      }

      //console.log("shortest", shortest, dist);

      prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
      prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;

      var areaapts = [

        hole[ holeIndex ],
        shape[ shapeIndex ],
        shape[ prevShapeVert ]

      ];

      var areaa = THREE.FontUtils.Triangulate.area( areaapts );

      var areabpts = [

        hole[ holeIndex ],
        hole[ prevHoleVert ],
        shape[ shapeIndex ]

      ];

      var areab = THREE.FontUtils.Triangulate.area( areabpts );

      var shapeOffset = 1;
      var holeOffset = -1;

      var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex;
      shapeIndex += shapeOffset;
      holeIndex += holeOffset;

      if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
      shapeIndex %= shape.length;

      if ( holeIndex < 0 ) { holeIndex += hole.length;  }
      holeIndex %= hole.length;

      prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
      prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;

      areaapts = [

        hole[ holeIndex ],
        shape[ shapeIndex ],
        shape[ prevShapeVert ]

      ];

      var areaa2 = THREE.FontUtils.Triangulate.area( areaapts );

      areabpts = [

        hole[ holeIndex ],
        hole[ prevHoleVert ],
        shape[ shapeIndex ]

      ];

      var areab2 = THREE.FontUtils.Triangulate.area( areabpts );
      //console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ),  ( areaa2 + areab2 ));

      if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) {

        // In case areas are not correct.
        //console.log("USE THIS");

        shapeIndex = oldShapeIndex;
        holeIndex = oldHoleIndex ;

        if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
        shapeIndex %= shape.length;

        if ( holeIndex < 0 ) { holeIndex += hole.length;  }
        holeIndex %= hole.length;

        prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
        prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;

      } else {

        //console.log("USE THAT ")

      }

      tmpShape1 = shape.slice( 0, shapeIndex );
      tmpShape2 = shape.slice( shapeIndex );
      tmpHole1 = hole.slice( holeIndex );
      tmpHole2 = hole.slice( 0, holeIndex );

      // Should check orders here again?

      var trianglea = [

        hole[ holeIndex ],
        shape[ shapeIndex ],
        shape[ prevShapeVert ]

      ];

      var triangleb = [

        hole[ holeIndex ] ,
        hole[ prevHoleVert ],
        shape[ shapeIndex ]

      ];

      verts.push( trianglea );
      verts.push( triangleb );

      shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );

    }

    return {

      shape:shape,    /* shape with no holes */
      isolatedPts: verts, /* isolated faces */
      allpoints: allpoints

    }


  },

  triangulateShape: function ( contour, holes ) {

    var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes );

    var shape = shapeWithoutHoles.shape,
      allpoints = shapeWithoutHoles.allpoints,
      isolatedPts = shapeWithoutHoles.isolatedPts;

    var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape

    // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.

    //console.log( "triangles",triangles, triangles.length );
    //console.log( "allpoints",allpoints, allpoints.length );

    var i, il, f, face,
      key, index,
      allPointsMap = {},
      isolatedPointsMap = {};

    // prepare all points map

    for ( i = 0, il = allpoints.length; i < il; i ++ ) {

      key = allpoints[ i ].x + ":" + allpoints[ i ].y;

      if ( allPointsMap[ key ] !== undefined ) {

        console.log( "Duplicate point", key );

      }

      allPointsMap[ key ] = i;

    }

    // check all face vertices against all points map

    for ( i = 0, il = triangles.length; i < il; i ++ ) {

      face = triangles[ i ];

      for ( f = 0; f < 3; f ++ ) {

        key = face[ f ].x + ":" + face[ f ].y;

        index = allPointsMap[ key ];

        if ( index !== undefined ) {

          face[ f ] = index;

        }

      }

    }

    // check isolated points vertices against all points map

    for ( i = 0, il = isolatedPts.length; i < il; i ++ ) {

      face = isolatedPts[ i ];

      for ( f = 0; f < 3; f ++ ) {

        key = face[ f ].x + ":" + face[ f ].y;

        index = allPointsMap[ key ];

        if ( index !== undefined ) {

          face[ f ] = index;

        }

      }

    }

    return triangles.concat( isolatedPts );

  }, // end triangulate shapes

  /*
  triangulate2 : function( pts, holes ) {

    // For use with Poly2Tri.js

    var allpts = pts.concat();
    var shape = [];
    for (var p in pts) {
      shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y));
    }

    var swctx = new js.poly2tri.SweepContext(shape);

    for (var h in holes) {
      var aHole = holes[h];
      var newHole = []
      for (i in aHole) {
        newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y));
        allpts.push(aHole[i]);
      }
      swctx.AddHole(newHole);
    }

    var find;
    var findIndexForPt = function (pt) {
      find = new THREE.Vector2(pt.x, pt.y);
      var p;
      for (p=0, pl = allpts.length; p<pl; p++) {
        if (allpts[p].equals(find)) return p;
      }
      return -1;
    };

    // triangulate
    js.poly2tri.sweep.Triangulate(swctx);

    var triangles =  swctx.GetTriangles();
    var tr ;
    var facesPts = [];
    for (var t in triangles) {
      tr =  triangles[t];
      facesPts.push([
        findIndexForPt(tr.GetPoint(0)),
        findIndexForPt(tr.GetPoint(1)),
        findIndexForPt(tr.GetPoint(2))
          ]);
    }


  //  console.log(facesPts);
  //  console.log("triangles", triangles.length, triangles);

    // Returns array of faces with 3 element each
  return facesPts;
  },
*/

  isClockWise: function ( pts ) {

    return THREE.FontUtils.Triangulate.area( pts ) < 0;

  },

  // Bezier Curves formulas obtained from
  // http://en.wikipedia.org/wiki/B%C3%A9zier_curve

  // Quad Bezier Functions

  b2p0: function ( t, p ) {

    var k = 1 - t;
    return k * k * p;

  },

  b2p1: function ( t, p ) {

    return 2 * ( 1 - t ) * t * p;

  },

  b2p2: function ( t, p ) {

    return t * t * p;

  },

  b2: function ( t, p0, p1, p2 ) {

    return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );

  },

  // Cubic Bezier Functions

  b3p0: function ( t, p ) {

    var k = 1 - t;
    return k * k * k * p;

  },

  b3p1: function ( t, p ) {

    var k = 1 - t;
    return 3 * k * k * t * p;

  },

  b3p2: function ( t, p ) {

    var k = 1 - t;
    return 3 * k * t * t * p;

  },

  b3p3: function ( t, p ) {

    return t * t * t * p;

  },

  b3: function ( t, p0, p1, p2, p3 ) {

    return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) +  this.b3p3( t, p3 );

  }

};


/**************************************************************
 *  Line
 **************************************************************/

THREE.LineCurve = function ( v1, v2 ) {

  this.v1 = v1;
  this.v2 = v2;

};

THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );

THREE.LineCurve.prototype.getPoint = function ( t ) {

  var point = this.v2.clone().sub(this.v1);
  point.multiplyScalar( t ).add( this.v1 );

  return point;

};

// Line curve is linear, so we can overwrite default getPointAt

THREE.LineCurve.prototype.getPointAt = function ( u ) {

  return this.getPoint( u );

};

THREE.LineCurve.prototype.getTangent = function( t ) {

  var tangent = this.v2.clone().sub(this.v1);

  return tangent.normalize();

};
/**************************************************************
 *  Quadratic Bezier curve
 **************************************************************/


THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {

  this.v0 = v0;
  this.v1 = v1;
  this.v2 = v2;

};

THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );


THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {

  var tx, ty;

  tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
  ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );

  return new THREE.Vector2( tx, ty );

};


THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {

  var tx, ty;

  tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
  ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );

  // returns unit vector

  var tangent = new THREE.Vector2( tx, ty );
  tangent.normalize();

  return tangent;

};
/**************************************************************
 *  Cubic Bezier curve
 **************************************************************/

THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {

  this.v0 = v0;
  this.v1 = v1;
  this.v2 = v2;
  this.v3 = v3;

};

THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );

THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {

  var tx, ty;

  tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );

  return new THREE.Vector2( tx, ty );

};

THREE.CubicBezierCurve.prototype.getTangent = function( t ) {

  var tx, ty;

  tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );

  var tangent = new THREE.Vector2( tx, ty );
  tangent.normalize();

  return tangent;

};
/**************************************************************
 *  Spline curve
 **************************************************************/

THREE.SplineCurve = function ( points /* array of Vector2 */ ) {

  this.points = (points == undefined) ? [] : points;

};

THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );

THREE.SplineCurve.prototype.getPoint = function ( t ) {

  var v = new THREE.Vector2();
  var c = [];
  var points = this.points, point, intPoint, weight;
  point = ( points.length - 1 ) * t;

  intPoint = Math.floor( point );
  weight = point - intPoint;

  c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  c[ 1 ] = intPoint;
  c[ 2 ] = intPoint  > points.length - 2 ? points.length -1 : intPoint + 1;
  c[ 3 ] = intPoint  > points.length - 3 ? points.length -1 : intPoint + 2;

  v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
  v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );

  return v;

};
/**************************************************************
 *  Ellipse curve
 **************************************************************/

THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius,
              aStartAngle, aEndAngle,
              aClockwise ) {

  this.aX = aX;
  this.aY = aY;

  this.xRadius = xRadius;
  this.yRadius = yRadius;

  this.aStartAngle = aStartAngle;
  this.aEndAngle = aEndAngle;

  this.aClockwise = aClockwise;

};

THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );

THREE.EllipseCurve.prototype.getPoint = function ( t ) {

  var deltaAngle = this.aEndAngle - this.aStartAngle;

  if ( !this.aClockwise ) {

    t = 1 - t;

  }

  var angle = this.aStartAngle + t * deltaAngle;

  var tx = this.aX + this.xRadius * Math.cos( angle );
  var ty = this.aY + this.yRadius * Math.sin( angle );

  return new THREE.Vector2( tx, ty );

};
/**************************************************************
 *  Arc curve
 **************************************************************/

THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

  THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
};

THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
/**************************************************************
 *  Line3D
 **************************************************************/

THREE.LineCurve3 = THREE.Curve.create(

  function ( v1, v2 ) {

    this.v1 = v1;
    this.v2 = v2;

  },

  function ( t ) {

    var r = new THREE.Vector3();


    r.subVectors( this.v2, this.v1 ); // diff
    r.multiplyScalar( t );
    r.add( this.v1 );

    return r;

  }

);

/**************************************************************
 *  Quadratic Bezier 3D curve
 **************************************************************/

THREE.QuadraticBezierCurve3 = THREE.Curve.create(

  function ( v0, v1, v2 ) {

    this.v0 = v0;
    this.v1 = v1;
    this.v2 = v2;

  },

  function ( t ) {

    var tx, ty, tz;

    tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
    ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
    tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );

    return new THREE.Vector3( tx, ty, tz );

  }

);
/**************************************************************
 *  Cubic Bezier 3D curve
 **************************************************************/

THREE.CubicBezierCurve3 = THREE.Curve.create(

  function ( v0, v1, v2, v3 ) {

    this.v0 = v0;
    this.v1 = v1;
    this.v2 = v2;
    this.v3 = v3;

  },

  function ( t ) {

    var tx, ty, tz;

    tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
    ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
    tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );

    return new THREE.Vector3( tx, ty, tz );

  }

);
/**************************************************************
 *  Spline 3D curve
 **************************************************************/


THREE.SplineCurve3 = THREE.Curve.create(

  function ( points /* array of Vector3 */) {

    this.points = (points == undefined) ? [] : points;

  },

  function ( t ) {

    var v = new THREE.Vector3();
    var c = [];
    var points = this.points, point, intPoint, weight;
    point = ( points.length - 1 ) * t;

    intPoint = Math.floor( point );
    weight = point - intPoint;

    c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
    c[ 1 ] = intPoint;
    c[ 2 ] = intPoint  > points.length - 2 ? points.length - 1 : intPoint + 1;
    c[ 3 ] = intPoint  > points.length - 3 ? points.length - 1 : intPoint + 2;

    var pt0 = points[ c[0] ],
      pt1 = points[ c[1] ],
      pt2 = points[ c[2] ],
      pt3 = points[ c[3] ];

    v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
    v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
    v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);

    return v;

  }

);


// THREE.SplineCurve3.prototype.getTangent = function(t) {
//    var v = new THREE.Vector3();
//    var c = [];
//    var points = this.points, point, intPoint, weight;
//    point = ( points.length - 1 ) * t;

//    intPoint = Math.floor( point );
//    weight = point - intPoint;

//    c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
//    c[ 1 ] = intPoint;
//    c[ 2 ] = intPoint  > points.length - 2 ? points.length - 1 : intPoint + 1;
//    c[ 3 ] = intPoint  > points.length - 3 ? points.length - 1 : intPoint + 2;

//    var pt0 = points[ c[0] ],
//      pt1 = points[ c[1] ],
//      pt2 = points[ c[2] ],
//      pt3 = points[ c[3] ];

//  // t = weight;
//  v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
//  v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
//  v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );

//  return v;

// }
/**************************************************************
 *  Closed Spline 3D curve
 **************************************************************/


THREE.ClosedSplineCurve3 = THREE.Curve.create(

  function ( points /* array of Vector3 */) {

    this.points = (points == undefined) ? [] : points;

  },

    function ( t ) {

        var v = new THREE.Vector3();
        var c = [];
        var points = this.points, point, intPoint, weight;
        point = ( points.length - 0 ) * t;
            // This needs to be from 0-length +1

        intPoint = Math.floor( point );
        weight = point - intPoint;

        intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
        c[ 0 ] = ( intPoint - 1 ) % points.length;
        c[ 1 ] = ( intPoint ) % points.length;
        c[ 2 ] = ( intPoint + 1 ) % points.length;
        c[ 3 ] = ( intPoint + 2 ) % points.length;

        v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
        v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
        v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );

        return v;

    }

);
/**
 * @author mikael emtinger / http://gomo.se/
 */

THREE.AnimationHandler = (function() {

  var playing = [];
  var library = {};
  var that    = {};


  //--- update ---

  that.update = function( deltaTimeMS ) {

    for( var i = 0; i < playing.length; i ++ )
      playing[ i ].update( deltaTimeMS );

  };


  //--- add ---

  that.addToUpdate = function( animation ) {

    if ( playing.indexOf( animation ) === -1 )
      playing.push( animation );

  };


  //--- remove ---

  that.removeFromUpdate = function( animation ) {

    var index = playing.indexOf( animation );

    if( index !== -1 )
      playing.splice( index, 1 );

  };


  //--- add ---

  that.add = function( data ) {

    if ( library[ data.name ] !== undefined )
      console.log( "THREE.AnimationHandler.add: Warning! " + data.name + " already exists in library. Overwriting." );

    library[ data.name ] = data;
    initData( data );

  };


  //--- get ---

  that.get = function( name ) {

    if ( typeof name === "string" ) {

      if ( library[ name ] ) {

        return library[ name ];

      } else {

        console.log( "THREE.AnimationHandler.get: Couldn't find animation " + name );
        return null;

      }

    } else {

      // todo: add simple tween library

    }

  };

  //--- parse ---

  that.parse = function( root ) {

    // setup hierarchy

    var hierarchy = [];

    if ( root instanceof THREE.SkinnedMesh ) {

      for( var b = 0; b < root.bones.length; b++ ) {

        hierarchy.push( root.bones[ b ] );

      }

    } else {

      parseRecurseHierarchy( root, hierarchy );

    }

    return hierarchy;

  };

  var parseRecurseHierarchy = function( root, hierarchy ) {

    hierarchy.push( root );

    for( var c = 0; c < root.children.length; c++ )
      parseRecurseHierarchy( root.children[ c ], hierarchy );

  }


  //--- init data ---

  var initData = function( data ) {

    if( data.initialized === true )
      return;


    // loop through all keys

    for( var h = 0; h < data.hierarchy.length; h ++ ) {

      for( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {

        // remove minus times

        if( data.hierarchy[ h ].keys[ k ].time < 0 )
          data.hierarchy[ h ].keys[ k ].time = 0;


        // create quaternions

        if( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
         !( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {

          var quat = data.hierarchy[ h ].keys[ k ].rot;
          data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion( quat[0], quat[1], quat[2], quat[3] );

        }

      }


      // prepare morph target keys

      if( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {

        // get all used

        var usedMorphTargets = {};

        for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {

          for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {

            var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
            usedMorphTargets[ morphTargetName ] = -1;

          }

        }

        data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;


        // set all used on all frames

        for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {

          var influences = {};

          for ( var morphTargetName in usedMorphTargets ) {

            for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {

              if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {

                influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
                break;

              }

            }

            if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {

              influences[ morphTargetName ] = 0;

            }

          }

          data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;

        }

      }


      // remove all keys that are on the same time

      for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {

        if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {

          data.hierarchy[ h ].keys.splice( k, 1 );
          k --;

        }

      }


      // set index

      for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {

        data.hierarchy[ h ].keys[ k ].index = k;

      }

    }


    // JIT

    var lengthInFrames = parseInt( data.length * data.fps, 10 );

    data.JIT = {};
    data.JIT.hierarchy = [];

    for( var h = 0; h < data.hierarchy.length; h ++ )
      data.JIT.hierarchy.push( new Array( lengthInFrames ) );


    // done

    data.initialized = true;

  };


  // interpolation types

  that.LINEAR = 0;
  that.CATMULLROM = 1;
  that.CATMULLROM_FORWARD = 2;

  return that;

}());

/**
 * @author mikael emtinger / http://gomo.se/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Animation = function ( root, name, interpolationType ) {

  this.root = root;
  this.data = THREE.AnimationHandler.get( name );
  this.hierarchy = THREE.AnimationHandler.parse( root );

  this.currentTime = 0;
  this.timeScale = 1;

  this.isPlaying = false;
  this.isPaused = true;
  this.loop = true;

  this.interpolationType = interpolationType !== undefined ? interpolationType : THREE.AnimationHandler.LINEAR;

  this.points = [];
  this.target = new THREE.Vector3();

};

THREE.Animation.prototype.play = function ( loop, startTimeMS ) {

  if ( this.isPlaying === false ) {

    this.isPlaying = true;
    this.loop = loop !== undefined ? loop : true;
    this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;

    // reset key cache

    var h, hl = this.hierarchy.length,
      object;

    for ( h = 0; h < hl; h ++ ) {

      object = this.hierarchy[ h ];

      object.matrixAutoUpdate = true;

      if ( object.animationCache === undefined ) {

        object.animationCache = {};
        object.animationCache.prevKey = { pos: 0, rot: 0, scl: 0 };
        object.animationCache.nextKey = { pos: 0, rot: 0, scl: 0 };
        object.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;

      }

      var prevKey = object.animationCache.prevKey;
      var nextKey = object.animationCache.nextKey;

      prevKey.pos = this.data.hierarchy[ h ].keys[ 0 ];
      prevKey.rot = this.data.hierarchy[ h ].keys[ 0 ];
      prevKey.scl = this.data.hierarchy[ h ].keys[ 0 ];

      nextKey.pos = this.getNextKeyWith( "pos", h, 1 );
      nextKey.rot = this.getNextKeyWith( "rot", h, 1 );
      nextKey.scl = this.getNextKeyWith( "scl", h, 1 );

    }

    this.update( 0 );

  }

  this.isPaused = false;

  THREE.AnimationHandler.addToUpdate( this );

};


THREE.Animation.prototype.pause = function() {

  if ( this.isPaused === true ) {

    THREE.AnimationHandler.addToUpdate( this );

  } else {

    THREE.AnimationHandler.removeFromUpdate( this );

  }

  this.isPaused = !this.isPaused;

};


THREE.Animation.prototype.stop = function() {

  this.isPlaying = false;
  this.isPaused  = false;
  THREE.AnimationHandler.removeFromUpdate( this );

};


THREE.Animation.prototype.update = function ( deltaTimeMS ) {

  // early out

  if ( this.isPlaying === false ) return;


  // vars

  var types = [ "pos", "rot", "scl" ];
  var type;
  var scale;
  var vector;
  var prevXYZ, nextXYZ;
  var prevKey, nextKey;
  var object;
  var animationCache;
  var frame;
  var JIThierarchy = this.data.JIT.hierarchy;
  var currentTime, unloopedCurrentTime;
  var currentPoint, forwardPoint, angle;


  this.currentTime += deltaTimeMS * this.timeScale;

  unloopedCurrentTime = this.currentTime;
  currentTime = this.currentTime = this.currentTime % this.data.length;
  frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );


  for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {

    object = this.hierarchy[ h ];
    animationCache = object.animationCache;

    // loop through pos/rot/scl

    for ( var t = 0; t < 3; t ++ ) {

      // get keys

      type    = types[ t ];
      prevKey = animationCache.prevKey[ type ];
      nextKey = animationCache.nextKey[ type ];

      // switch keys?

      if ( nextKey.time <= unloopedCurrentTime ) {

        // did we loop?

        if ( currentTime < unloopedCurrentTime ) {

          if ( this.loop ) {

            prevKey = this.data.hierarchy[ h ].keys[ 0 ];
            nextKey = this.getNextKeyWith( type, h, 1 );

            while( nextKey.time < currentTime ) {

              prevKey = nextKey;
              nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );

            }

          } else {

            this.stop();
            return;

          }

        } else {

          do {

            prevKey = nextKey;
            nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );

          } while( nextKey.time < currentTime )

        }

        animationCache.prevKey[ type ] = prevKey;
        animationCache.nextKey[ type ] = nextKey;

      }


      object.matrixAutoUpdate = true;
      object.matrixWorldNeedsUpdate = true;

      scale = ( currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
      prevXYZ = prevKey[ type ];
      nextXYZ = nextKey[ type ];


      // check scale error

      if ( scale < 0 || scale > 1 ) {

        console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h );
        scale = scale < 0 ? 0 : 1;

      }

      // interpolate

      if ( type === "pos" ) {

        vector = object.position;

        if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {

          vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
          vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
          vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;

        } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
                this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {

          this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
          this.points[ 1 ] = prevXYZ;
          this.points[ 2 ] = nextXYZ;
          this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];

          scale = scale * 0.33 + 0.33;

          currentPoint = this.interpolateCatmullRom( this.points, scale );

          vector.x = currentPoint[ 0 ];
          vector.y = currentPoint[ 1 ];
          vector.z = currentPoint[ 2 ];

          if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {

            forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 );

            this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
            this.target.sub( vector );
            this.target.y = 0;
            this.target.normalize();

            angle = Math.atan2( this.target.x, this.target.z );
            object.rotation.set( 0, angle, 0 );

          }

        }

      } else if ( type === "rot" ) {

        THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale );

      } else if ( type === "scl" ) {

        vector = object.scale;

        vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
        vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
        vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;

      }

    }

  }

};

// Catmull-Rom spline

THREE.Animation.prototype.interpolateCatmullRom = function ( points, scale ) {

  var c = [], v3 = [],
  point, intPoint, weight, w2, w3,
  pa, pb, pc, pd;

  point = ( points.length - 1 ) * scale;
  intPoint = Math.floor( point );
  weight = point - intPoint;

  c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
  c[ 1 ] = intPoint;
  c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
  c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;

  pa = points[ c[ 0 ] ];
  pb = points[ c[ 1 ] ];
  pc = points[ c[ 2 ] ];
  pd = points[ c[ 3 ] ];

  w2 = weight * weight;
  w3 = weight * w2;

  v3[ 0 ] = this.interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
  v3[ 1 ] = this.interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
  v3[ 2 ] = this.interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );

  return v3;

};

THREE.Animation.prototype.interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {

  var v0 = ( p2 - p0 ) * 0.5,
    v1 = ( p3 - p1 ) * 0.5;

  return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;

};



// Get next key with

THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {

  var keys = this.data.hierarchy[ h ].keys;

  if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
     this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {

    key = key < keys.length - 1 ? key : keys.length - 1;

  } else {

    key = key % keys.length;

  }

  for ( ; key < keys.length; key++ ) {

    if ( keys[ key ][ type ] !== undefined ) {

      return keys[ key ];

    }

  }

  return this.data.hierarchy[ h ].keys[ 0 ];

};

// Get previous key with

THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {

  var keys = this.data.hierarchy[ h ].keys;

  if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
     this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {

    key = key > 0 ? key : 0;

  } else {

    key = key >= 0 ? key : key + keys.length;

  }


  for ( ; key >= 0; key -- ) {

    if ( keys[ key ][ type ] !== undefined ) {

      return keys[ key ];

    }

  }

  return this.data.hierarchy[ h ].keys[ keys.length - 1 ];

};

/**
 * @author mikael emtinger / http://gomo.se/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author khang duong
 * @author erik kitson
 */

THREE.KeyFrameAnimation = function( root, data, JITCompile ) {

  this.root = root;
  this.data = THREE.AnimationHandler.get( data );
  this.hierarchy = THREE.AnimationHandler.parse( root );
  this.currentTime = 0;
  this.timeScale = 0.001;
  this.isPlaying = false;
  this.isPaused = true;
  this.loop = true;
  this.JITCompile = JITCompile !== undefined ? JITCompile : true;

  // initialize to first keyframes

  for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {

    var keys = this.data.hierarchy[h].keys,
      sids = this.data.hierarchy[h].sids,
      obj = this.hierarchy[h];

    if ( keys.length && sids ) {

      for ( var s = 0; s < sids.length; s++ ) {

        var sid = sids[ s ],
          next = this.getNextKeyWith( sid, h, 0 );

        if ( next ) {

          next.apply( sid );

        }

      }

      obj.matrixAutoUpdate = false;
      this.data.hierarchy[h].node.updateMatrix();
      obj.matrixWorldNeedsUpdate = true;

    }

  }

};

// Play

THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) {

  if( !this.isPlaying ) {

    this.isPlaying = true;
    this.loop = loop !== undefined ? loop : true;
    this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
    this.startTimeMs = startTimeMS;
    this.startTime = 10000000;
    this.endTime = -this.startTime;


    // reset key cache

    var h, hl = this.hierarchy.length,
      object,
      node;

    for ( h = 0; h < hl; h++ ) {

      object = this.hierarchy[ h ];
      node = this.data.hierarchy[ h ];

      if ( node.animationCache === undefined ) {

        node.animationCache = {};
        node.animationCache.prevKey = null;
        node.animationCache.nextKey = null;
        node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;

      }

      var keys = this.data.hierarchy[h].keys;

      if (keys.length) {

        node.animationCache.prevKey = keys[ 0 ];
        node.animationCache.nextKey = keys[ 1 ];

        this.startTime = Math.min( keys[0].time, this.startTime );
        this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );

      }

    }

    this.update( 0 );

  }

  this.isPaused = false;

  THREE.AnimationHandler.addToUpdate( this );

};



// Pause

THREE.KeyFrameAnimation.prototype.pause = function() {

  if( this.isPaused ) {

    THREE.AnimationHandler.addToUpdate( this );

  } else {

    THREE.AnimationHandler.removeFromUpdate( this );

  }

  this.isPaused = !this.isPaused;

};


// Stop

THREE.KeyFrameAnimation.prototype.stop = function() {

  this.isPlaying = false;
  this.isPaused  = false;
  THREE.AnimationHandler.removeFromUpdate( this );


  // reset JIT matrix and remove cache

  for ( var h = 0; h < this.data.hierarchy.length; h++ ) {
        
        var obj = this.hierarchy[ h ];
    var node = this.data.hierarchy[ h ];

    if ( node.animationCache !== undefined ) {

      var original = node.animationCache.originalMatrix;

      if( obj instanceof THREE.Bone ) {

        original.copy( obj.skinMatrix );
        obj.skinMatrix = original;

      } else {

        original.copy( obj.matrix );
        obj.matrix = original;

      }

      delete node.animationCache;

    }

  }

};


// Update

THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) {

  // early out

  if( !this.isPlaying ) return;


  // vars

  var prevKey, nextKey;
  var object;
  var node;
  var frame;
  var JIThierarchy = this.data.JIT.hierarchy;
  var currentTime, unloopedCurrentTime;
  var looped;


  // update

  this.currentTime += deltaTimeMS * this.timeScale;

  unloopedCurrentTime = this.currentTime;
  currentTime         = this.currentTime = this.currentTime % this.data.length;

  // if looped around, the current time should be based on the startTime
  if ( currentTime < this.startTimeMs ) {

    currentTime = this.currentTime = this.startTimeMs + currentTime;

  }

  frame               = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
  looped        = currentTime < unloopedCurrentTime;

  if ( looped && !this.loop ) {

    // Set the animation to the last keyframes and stop
    for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {

      var keys = this.data.hierarchy[h].keys,
        sids = this.data.hierarchy[h].sids,
        end = keys.length-1,
        obj = this.hierarchy[h];

      if ( keys.length ) {

        for ( var s = 0; s < sids.length; s++ ) {

          var sid = sids[ s ],
            prev = this.getPrevKeyWith( sid, h, end );

          if ( prev ) {
            prev.apply( sid );

          }

        }

        this.data.hierarchy[h].node.updateMatrix();
        obj.matrixWorldNeedsUpdate = true;

      }

    }

    this.stop();
    return;

  }

  // check pre-infinity
  if ( currentTime < this.startTime ) {

    return;

  }

  // update

  for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {

    object = this.hierarchy[ h ];
    node = this.data.hierarchy[ h ];

    var keys = node.keys,
      animationCache = node.animationCache;

    // use JIT?

    if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) {

      if( object instanceof THREE.Bone ) {

        object.skinMatrix = JIThierarchy[ h ][ frame ];
        object.matrixWorldNeedsUpdate = false;

      } else {

        object.matrix = JIThierarchy[ h ][ frame ];
        object.matrixWorldNeedsUpdate = true;

      }

    // use interpolation

    } else if ( keys.length ) {

      // make sure so original matrix and not JIT matrix is set

      if ( this.JITCompile && animationCache ) {

        if( object instanceof THREE.Bone ) {

          object.skinMatrix = animationCache.originalMatrix;

        } else {

          object.matrix = animationCache.originalMatrix;

        }

      }

      prevKey = animationCache.prevKey;
      nextKey = animationCache.nextKey;

      if ( prevKey && nextKey ) {

        // switch keys?

        if ( nextKey.time <= unloopedCurrentTime ) {

          // did we loop?

          if ( looped && this.loop ) {

            prevKey = keys[ 0 ];
            nextKey = keys[ 1 ];

            while ( nextKey.time < currentTime ) {

              prevKey = nextKey;
              nextKey = keys[ prevKey.index + 1 ];

            }

          } else if ( !looped ) {

            var lastIndex = keys.length - 1;

            while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) {

              prevKey = nextKey;
              nextKey = keys[ prevKey.index + 1 ];

            }

          }

          animationCache.prevKey = prevKey;
          animationCache.nextKey = nextKey;

        }
                if(nextKey.time >= currentTime)
                    prevKey.interpolate( nextKey, currentTime );
                else
                    prevKey.interpolate( nextKey, nextKey.time);

      }

      this.data.hierarchy[h].node.updateMatrix();
      object.matrixWorldNeedsUpdate = true;

    }

  }

  // update JIT?

  if ( this.JITCompile ) {

    if ( JIThierarchy[ 0 ][ frame ] === undefined ) {

      this.hierarchy[ 0 ].updateMatrixWorld( true );

      for ( var h = 0; h < this.hierarchy.length; h++ ) {

        if( this.hierarchy[ h ] instanceof THREE.Bone ) {

          JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone();

        } else {

          JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone();

        }

      }

    }

  }

};

// Get next key with

THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {

  var keys = this.data.hierarchy[ h ].keys;
  key = key % keys.length;

  for ( ; key < keys.length; key++ ) {

    if ( keys[ key ].hasTarget( sid ) ) {

      return keys[ key ];

    }

  }

  return keys[ 0 ];

};

// Get previous key with

THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {

  var keys = this.data.hierarchy[ h ].keys;
  key = key >= 0 ? key : key + keys.length;

  for ( ; key >= 0; key-- ) {

    if ( keys[ key ].hasTarget( sid ) ) {

      return keys[ key ];

    }

  }

  return keys[ keys.length - 1 ];

};

/**
 * Camera for rendering cube maps
 *  - renders scene into axis-aligned cube
 *
 * @author alteredq / http://alteredqualia.com/
 */

THREE.CubeCamera = function ( near, far, cubeResolution ) {

  THREE.Object3D.call( this );

  var fov = 90, aspect = 1;

  var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  cameraPX.up.set( 0, -1, 0 );
  cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
  this.add( cameraPX );

  var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  cameraNX.up.set( 0, -1, 0 );
  cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) );
  this.add( cameraNX );

  var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  cameraPY.up.set( 0, 0, 1 );
  cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
  this.add( cameraPY );

  var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  cameraNY.up.set( 0, 0, -1 );
  cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) );
  this.add( cameraNY );

  var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  cameraPZ.up.set( 0, -1, 0 );
  cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
  this.add( cameraPZ );

  var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  cameraNZ.up.set( 0, -1, 0 );
  cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) );
  this.add( cameraNZ );

  this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );

  this.updateCubeMap = function ( renderer, scene ) {

    var renderTarget = this.renderTarget;
    var generateMipmaps = renderTarget.generateMipmaps;

    renderTarget.generateMipmaps = false;

    renderTarget.activeCubeFace = 0;
    renderer.render( scene, cameraPX, renderTarget );

    renderTarget.activeCubeFace = 1;
    renderer.render( scene, cameraNX, renderTarget );

    renderTarget.activeCubeFace = 2;
    renderer.render( scene, cameraPY, renderTarget );

    renderTarget.activeCubeFace = 3;
    renderer.render( scene, cameraNY, renderTarget );

    renderTarget.activeCubeFace = 4;
    renderer.render( scene, cameraPZ, renderTarget );

    renderTarget.generateMipmaps = generateMipmaps;

    renderTarget.activeCubeFace = 5;
    renderer.render( scene, cameraNZ, renderTarget );

  };

};

THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );

/*
 *  @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
 *
 *  A general perpose camera, for setting FOV, Lens Focal Length,
 *    and switching between perspective and orthographic views easily.
 *    Use this only if you do not wish to manage
 *    both a Orthographic and Perspective Camera
 *
 */


THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) {

  THREE.Camera.call( this );

  this.fov = fov;

  this.left = -width / 2;
  this.right = width / 2
  this.top = height / 2;
  this.bottom = -height / 2;

  // We could also handle the projectionMatrix internally, but just wanted to test nested camera objects

  this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2,  orthoNear, orthoFar );
  this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far );

  this.zoom = 1;

  this.toPerspective();

  var aspect = width/height;

};

THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype );

THREE.CombinedCamera.prototype.toPerspective = function () {

  // Switches to the Perspective Camera

  this.near = this.cameraP.near;
  this.far = this.cameraP.far;

  this.cameraP.fov =  this.fov / this.zoom ;

  this.cameraP.updateProjectionMatrix();

  this.projectionMatrix = this.cameraP.projectionMatrix;

  this.inPerspectiveMode = true;
  this.inOrthographicMode = false;

};

THREE.CombinedCamera.prototype.toOrthographic = function () {

  // Switches to the Orthographic camera estimating viewport from Perspective

  var fov = this.fov;
  var aspect = this.cameraP.aspect;
  var near = this.cameraP.near;
  var far = this.cameraP.far;

  // The size that we set is the mid plane of the viewing frustum

  var hyperfocus = ( near + far ) / 2;

  var halfHeight = Math.tan( fov / 2 ) * hyperfocus;
  var planeHeight = 2 * halfHeight;
  var planeWidth = planeHeight * aspect;
  var halfWidth = planeWidth / 2;

  halfHeight /= this.zoom;
  halfWidth /= this.zoom;

  this.cameraO.left = -halfWidth;
  this.cameraO.right = halfWidth;
  this.cameraO.top = halfHeight;
  this.cameraO.bottom = -halfHeight;

  // this.cameraO.left = -farHalfWidth;
  // this.cameraO.right = farHalfWidth;
  // this.cameraO.top = farHalfHeight;
  // this.cameraO.bottom = -farHalfHeight;

  // this.cameraO.left = this.left / this.zoom;
  // this.cameraO.right = this.right / this.zoom;
  // this.cameraO.top = this.top / this.zoom;
  // this.cameraO.bottom = this.bottom / this.zoom;

  this.cameraO.updateProjectionMatrix();

  this.near = this.cameraO.near;
  this.far = this.cameraO.far;
  this.projectionMatrix = this.cameraO.projectionMatrix;

  this.inPerspectiveMode = false;
  this.inOrthographicMode = true;

};


THREE.CombinedCamera.prototype.setSize = function( width, height ) {

  this.cameraP.aspect = width / height;
  this.left = -width / 2;
  this.right = width / 2
  this.top = height / 2;
  this.bottom = -height / 2;

};


THREE.CombinedCamera.prototype.setFov = function( fov ) {

  this.fov = fov;

  if ( this.inPerspectiveMode ) {

    this.toPerspective();

  } else {

    this.toOrthographic();

  }

};

// For mantaining similar API with PerspectiveCamera

THREE.CombinedCamera.prototype.updateProjectionMatrix = function() {

  if ( this.inPerspectiveMode ) {

    this.toPerspective();

  } else {

    this.toPerspective();
    this.toOrthographic();

  }

};

/*
* Uses Focal Length (in mm) to estimate and set FOV
* 35mm (fullframe) camera is used if frame size is not specified;
* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
*/
THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) {

  if ( frameHeight === undefined ) frameHeight = 24;

  var fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );

  this.setFov( fov );

  return fov;
};


THREE.CombinedCamera.prototype.setZoom = function( zoom ) {

  this.zoom = zoom;

  if ( this.inPerspectiveMode ) {

    this.toPerspective();

  } else {

    this.toOrthographic();

  }

};

THREE.CombinedCamera.prototype.toFrontView = function() {

  this.rotation.x = 0;
  this.rotation.y = 0;
  this.rotation.z = 0;

  // should we be modifing the matrix instead?

  this.rotationAutoUpdate = false;

};

THREE.CombinedCamera.prototype.toBackView = function() {

  this.rotation.x = 0;
  this.rotation.y = Math.PI;
  this.rotation.z = 0;
  this.rotationAutoUpdate = false;

};

THREE.CombinedCamera.prototype.toLeftView = function() {

  this.rotation.x = 0;
  this.rotation.y = - Math.PI / 2;
  this.rotation.z = 0;
  this.rotationAutoUpdate = false;

};

THREE.CombinedCamera.prototype.toRightView = function() {

  this.rotation.x = 0;
  this.rotation.y = Math.PI / 2;
  this.rotation.z = 0;
  this.rotationAutoUpdate = false;

};

THREE.CombinedCamera.prototype.toTopView = function() {

  this.rotation.x = - Math.PI / 2;
  this.rotation.y = 0;
  this.rotation.z = 0;
  this.rotationAutoUpdate = false;

};

THREE.CombinedCamera.prototype.toBottomView = function() {

  this.rotation.x = Math.PI / 2;
  this.rotation.y = 0;
  this.rotation.z = 0;
  this.rotationAutoUpdate = false;

};


/**
 * @author hughes
 */

THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {

  THREE.Geometry.call( this );

  radius = radius || 50;

  thetaStart = thetaStart !== undefined ? thetaStart : 0;
  thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  segments = segments !== undefined ? Math.max( 3, segments ) : 8;

  var i, uvs = [],
  center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );

  this.vertices.push(center);
  uvs.push( centerUV );

  for ( i = 0; i <= segments; i ++ ) {

    var vertex = new THREE.Vector3();
    var segment = thetaStart + i / segments * thetaLength;

    vertex.x = radius * Math.cos( segment );
    vertex.y = radius * Math.sin( segment );

    this.vertices.push( vertex );
    uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) );

  }

  var n = new THREE.Vector3( 0, 0, 1 );

  for ( i = 1; i <= segments; i ++ ) {

    var v1 = i;
    var v2 = i + 1 ;
    var v3 = 0;

    this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
    this.faceVertexUvs[ 0 ].push( [ uvs[ i ], uvs[ i + 1 ], centerUV ] );

  }

  this.computeCentroids();
  this.computeFaceNormals();

  this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );

};

THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );

/**
 * @author mrdoob / http://mrdoob.com/
 * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
 */

THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {

  THREE.Geometry.call( this );

  var scope = this;

  this.width = width;
  this.height = height;
  this.depth = depth;

  this.widthSegments = widthSegments || 1;
  this.heightSegments = heightSegments || 1;
  this.depthSegments = depthSegments || 1;

  var width_half = this.width / 2;
  var height_half = this.height / 2;
  var depth_half = this.depth / 2;

  buildPlane( 'z', 'y', - 1, - 1, this.depth, this.height, width_half, 0 ); // px
  buildPlane( 'z', 'y',   1, - 1, this.depth, this.height, - width_half, 1 ); // nx
  buildPlane( 'x', 'z',   1,   1, this.width, this.depth, height_half, 2 ); // py
  buildPlane( 'x', 'z',   1, - 1, this.width, this.depth, - height_half, 3 ); // ny
  buildPlane( 'x', 'y',   1, - 1, this.width, this.height, depth_half, 4 ); // pz
  buildPlane( 'x', 'y', - 1, - 1, this.width, this.height, - depth_half, 5 ); // nz

  function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {

    var w, ix, iy,
    gridX = scope.widthSegments,
    gridY = scope.heightSegments,
    width_half = width / 2,
    height_half = height / 2,
    offset = scope.vertices.length;

    if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {

      w = 'z';

    } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {

      w = 'y';
      gridY = scope.depthSegments;

    } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {

      w = 'x';
      gridX = scope.depthSegments;

    }

    var gridX1 = gridX + 1,
    gridY1 = gridY + 1,
    segment_width = width / gridX,
    segment_height = height / gridY,
    normal = new THREE.Vector3();

    normal[ w ] = depth > 0 ? 1 : - 1;

    for ( iy = 0; iy < gridY1; iy ++ ) {

      for ( ix = 0; ix < gridX1; ix ++ ) {

        var vector = new THREE.Vector3();
        vector[ u ] = ( ix * segment_width - width_half ) * udir;
        vector[ v ] = ( iy * segment_height - height_half ) * vdir;
        vector[ w ] = depth;

        scope.vertices.push( vector );

      }

    }

    for ( iy = 0; iy < gridY; iy++ ) {

      for ( ix = 0; ix < gridX; ix++ ) {

        var a = ix + gridX1 * iy;
        var b = ix + gridX1 * ( iy + 1 );
        var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
        var d = ( ix + 1 ) + gridX1 * iy;

        var face = new THREE.Face4( a + offset, b + offset, c + offset, d + offset );
        face.normal.copy( normal );
        face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
        face.materialIndex = materialIndex;

        scope.faces.push( face );
        scope.faceVertexUvs[ 0 ].push( [
              new THREE.Vector2( ix / gridX, 1 - iy / gridY ),
              new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY ),
              new THREE.Vector2( ( ix + 1 ) / gridX, 1- ( iy + 1 ) / gridY ),
              new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY )
            ] );

      }

    }

  }

  this.computeCentroids();
  this.mergeVertices();

};

THREE.CubeGeometry.prototype = Object.create( THREE.Geometry.prototype );

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded ) {

  THREE.Geometry.call( this );

  this.radiusTop = radiusTop = radiusTop !== undefined ? radiusTop : 20;
  this.radiusBottom = radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
  this.height = height = height !== undefined ? height : 100;

  this.radialSegments = radialSegments = radialSegments || 8;
  this.heightSegments = heightSegments = heightSegments || 1;

  this.openEnded = openEnded = openEnded !== undefined ? openEnded : false;

  var heightHalf = height / 2;

  var x, y, vertices = [], uvs = [];

  for ( y = 0; y <= heightSegments; y ++ ) {

    var verticesRow = [];
    var uvsRow = [];

    var v = y / heightSegments;
    var radius = v * ( radiusBottom - radiusTop ) + radiusTop;

    for ( x = 0; x <= radialSegments; x ++ ) {

      var u = x / radialSegments;

      var vertex = new THREE.Vector3();
      vertex.x = radius * Math.sin( u * Math.PI * 2 );
      vertex.y = - v * height + heightHalf;
      vertex.z = radius * Math.cos( u * Math.PI * 2 );

      this.vertices.push( vertex );

      verticesRow.push( this.vertices.length - 1 );
      uvsRow.push( new THREE.Vector2( u, 1 - v ) );

    }

    vertices.push( verticesRow );
    uvs.push( uvsRow );

  }

  var tanTheta = ( radiusBottom - radiusTop ) / height;
  var na, nb;

  for ( x = 0; x < radialSegments; x ++ ) {

    if ( radiusTop !== 0 ) {

      na = this.vertices[ vertices[ 0 ][ x ] ].clone();
      nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();

    } else {

      na = this.vertices[ vertices[ 1 ][ x ] ].clone();
      nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();

    }

    na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
    nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();

    for ( y = 0; y < heightSegments; y ++ ) {

      var v1 = vertices[ y ][ x ];
      var v2 = vertices[ y + 1 ][ x ];
      var v3 = vertices[ y + 1 ][ x + 1 ];
      var v4 = vertices[ y ][ x + 1 ];

      var n1 = na.clone();
      var n2 = na.clone();
      var n3 = nb.clone();
      var n4 = nb.clone();

      var uv1 = uvs[ y ][ x ].clone();
      var uv2 = uvs[ y + 1 ][ x ].clone();
      var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
      var uv4 = uvs[ y ][ x + 1 ].clone();

      this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
      this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );

    }

  }

  // top cap

  if ( openEnded === false && radiusTop > 0 ) {

    this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );

    for ( x = 0; x < radialSegments; x ++ ) {

      var v1 = vertices[ 0 ][ x ];
      var v2 = vertices[ 0 ][ x + 1 ];
      var v3 = this.vertices.length - 1;

      var n1 = new THREE.Vector3( 0, 1, 0 );
      var n2 = new THREE.Vector3( 0, 1, 0 );
      var n3 = new THREE.Vector3( 0, 1, 0 );

      var uv1 = uvs[ 0 ][ x ].clone();
      var uv2 = uvs[ 0 ][ x + 1 ].clone();
      var uv3 = new THREE.Vector2( uv2.u, 0 );

      this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
      this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );

    }

  }

  // bottom cap

  if ( openEnded === false && radiusBottom > 0 ) {

    this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );

    for ( x = 0; x < radialSegments; x ++ ) {

      var v1 = vertices[ y ][ x + 1 ];
      var v2 = vertices[ y ][ x ];
      var v3 = this.vertices.length - 1;

      var n1 = new THREE.Vector3( 0, - 1, 0 );
      var n2 = new THREE.Vector3( 0, - 1, 0 );
      var n3 = new THREE.Vector3( 0, - 1, 0 );

      var uv1 = uvs[ y ][ x + 1 ].clone();
      var uv2 = uvs[ y ][ x ].clone();
      var uv3 = new THREE.Vector2( uv2.u, 1 );

      this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
      this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );

    }

  }

  this.computeCentroids();
  this.computeFaceNormals();

}

THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );

/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 *
 * Creates extruded geometry from a path shape.
 *
 * parameters = {
 *
 *  size: <float>, // size of the text
 *  height: <float>, // thickness to extrude text
 *  curveSegments: <int>, // number of points on the curves
 *  steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
 *  amount: <int>, // Amount
 *
 *  bevelEnabled: <bool>, // turn on bevel
 *  bevelThickness: <float>, // how deep into text bevel goes
 *  bevelSize: <float>, // how far from text outline is bevel
 *  bevelSegments: <int>, // number of bevel layers
 *
 *  extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
 *  frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
 *
 *  material: <int> // material index for front and back faces
 *  extrudeMaterial: <int> // material index for extrusion and beveled faces
 *  uvGenerator: <Object> // object that provides UV generator functions
 *
 * }
 **/

THREE.ExtrudeGeometry = function ( shapes, options ) {

  if ( typeof( shapes ) === "undefined" ) {
    shapes = [];
    return;
  }

  THREE.Geometry.call( this );

  shapes = shapes instanceof Array ? shapes : [ shapes ];

  this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();

  this.addShapeList( shapes, options );

  this.computeCentroids();
  this.computeFaceNormals();

  // can't really use automatic vertex normals
  // as then front and back sides get smoothed too
  // should do separate smoothing just for sides

  //this.computeVertexNormals();

  //console.log( "took", ( Date.now() - startTime ) );

};

THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );

THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
  var sl = shapes.length;

  for ( var s = 0; s < sl; s ++ ) {
    var shape = shapes[ s ];
    this.addShape( shape, options );
  }
};

THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {

  var amount = options.amount !== undefined ? options.amount : 100;

  var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
  var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
  var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;

  var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false

  var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;

  var steps = options.steps !== undefined ? options.steps : 1;

  var extrudePath = options.extrudePath;
  var extrudePts, extrudeByPath = false;

  var material = options.material;
  var extrudeMaterial = options.extrudeMaterial;

  // Use default WorldUVGenerator if no UV generators are specified.
  var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;

  var shapebb = this.shapebb;
  //shapebb = shape.getBoundingBox();



  var splineTube, binormal, normal, position2;
  if ( extrudePath ) {

    extrudePts = extrudePath.getSpacedPoints( steps );

    extrudeByPath = true;
    bevelEnabled = false; // bevels not supported for path extrusion

    // SETUP TNB variables

    // Reuse TNB from TubeGeomtry for now.
    // TODO1 - have a .isClosed in spline?

    splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);

    // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);

    binormal = new THREE.Vector3();
    normal = new THREE.Vector3();
    position2 = new THREE.Vector3();

  }

  // Safeguards if bevels are not enabled

  if ( ! bevelEnabled ) {

    bevelSegments = 0;
    bevelThickness = 0;
    bevelSize = 0;

  }

  // Variables initalization

  var ahole, h, hl; // looping of holes
  var scope = this;
  var bevelPoints = [];

  var shapesOffset = this.vertices.length;

  var shapePoints = shape.extractPoints( curveSegments );

  var vertices = shapePoints.shape;
  var holes = shapePoints.holes;

  var reverse = !THREE.Shape.Utils.isClockWise( vertices ) ;

  if ( reverse ) {

    vertices = vertices.reverse();

    // Maybe we should also check if holes are in the opposite direction, just to be safe ...

    for ( h = 0, hl = holes.length; h < hl; h ++ ) {

      ahole = holes[ h ];

      if ( THREE.Shape.Utils.isClockWise( ahole ) ) {

        holes[ h ] = ahole.reverse();

      }

    }

    reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!

  }


  var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );

  /* Vertices */

  var contour = vertices; // vertices has all points but contour has only points of circumference

  for ( h = 0, hl = holes.length;  h < hl; h ++ ) {

    ahole = holes[ h ];

    vertices = vertices.concat( ahole );

  }


  function scalePt2 ( pt, vec, size ) {

    if ( !vec ) console.log( "die" );

    return vec.clone().multiplyScalar( size ).add( pt );

  }

  var b, bs, t, z,
    vert, vlen = vertices.length,
    face, flen = faces.length,
    cont, clen = contour.length;


  // Find directions for point movement

  var RAD_TO_DEGREES = 180 / Math.PI;


  function getBevelVec( pt_i, pt_j, pt_k ) {

    // Algorithm 2

    return getBevelVec2( pt_i, pt_j, pt_k );

  }

  function getBevelVec1( pt_i, pt_j, pt_k ) {

    var anglea = Math.atan2( pt_j.y - pt_i.y, pt_j.x - pt_i.x );
    var angleb = Math.atan2( pt_k.y - pt_i.y, pt_k.x - pt_i.x );

    if ( anglea > angleb ) {

      angleb += Math.PI * 2;

    }

    var anglec = ( anglea + angleb ) / 2;


    //console.log('angle1', anglea * RAD_TO_DEGREES,'angle2', angleb * RAD_TO_DEGREES, 'anglec', anglec *RAD_TO_DEGREES);

    var x = - Math.cos( anglec );
    var y = - Math.sin( anglec );

    var vec = new THREE.Vector2( x, y ); //.normalize();

    return vec;

  }

  function getBevelVec2( pt_i, pt_j, pt_k ) {

    var a = THREE.ExtrudeGeometry.__v1,
      b = THREE.ExtrudeGeometry.__v2,
      v_hat = THREE.ExtrudeGeometry.__v3,
      w_hat = THREE.ExtrudeGeometry.__v4,
      p = THREE.ExtrudeGeometry.__v5,
      q = THREE.ExtrudeGeometry.__v6,
      v, w,
      v_dot_w_hat, q_sub_p_dot_w_hat,
      s, intersection;

    // good reading for line-line intersection
    // http://sputsoft.com/blog/2010/03/line-line-intersection.html

    // define a as vector j->i
    // define b as vectot k->i

    a.set( pt_i.x - pt_j.x, pt_i.y - pt_j.y );
    b.set( pt_i.x - pt_k.x, pt_i.y - pt_k.y );

    // get unit vectors

    v = a.normalize();
    w = b.normalize();

    // normals from pt i

    v_hat.set( -v.y, v.x );
    w_hat.set( w.y, -w.x );

    // pts from i

    p.copy( pt_i ).add( v_hat );
    q.copy( pt_i ).add( w_hat );

    if ( p.equals( q ) ) {

      //console.log("Warning: lines are straight");
      return w_hat.clone();

    }

    // Points from j, k. helps prevents points cross overover most of the time

    p.copy( pt_j ).add( v_hat );
    q.copy( pt_k ).add( w_hat );

    v_dot_w_hat = v.dot( w_hat );
    q_sub_p_dot_w_hat = q.sub( p ).dot( w_hat );

    // We should not reach these conditions

    if ( v_dot_w_hat === 0 ) {

      console.log( "Either infinite or no solutions!" );

      if ( q_sub_p_dot_w_hat === 0 ) {

        console.log( "Its finite solutions." );

      } else {

        console.log( "Too bad, no solutions." );

      }

    }

    s = q_sub_p_dot_w_hat / v_dot_w_hat;

    if ( s < 0 ) {

      // in case of emergecy, revert to algorithm 1.

      return getBevelVec1( pt_i, pt_j, pt_k );

    }

    intersection = v.multiplyScalar( s ).add( p );

    return intersection.sub( pt_i ).clone(); // Don't normalize!, otherwise sharp corners become ugly

  }

  var contourMovements = [];

  for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {

    if ( j === il ) j = 0;
    if ( k === il ) k = 0;

    //  (j)---(i)---(k)
    // console.log('i,j,k', i, j , k)

    var pt_i = contour[ i ];
    var pt_j = contour[ j ];
    var pt_k = contour[ k ];

    contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );

  }

  var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();

  for ( h = 0, hl = holes.length; h < hl; h ++ ) {

    ahole = holes[ h ];

    oneHoleMovements = [];

    for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {

      if ( j === il ) j = 0;
      if ( k === il ) k = 0;

      //  (j)---(i)---(k)
      oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );

    }

    holesMovements.push( oneHoleMovements );
    verticesMovements = verticesMovements.concat( oneHoleMovements );

  }


  // Loop bevelSegments, 1 for the front, 1 for the back

  for ( b = 0; b < bevelSegments; b ++ ) {
  //for ( b = bevelSegments; b > 0; b -- ) {

    t = b / bevelSegments;
    z = bevelThickness * ( 1 - t );

    //z = bevelThickness * t;
    bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
    //bs = bevelSize * t ; // linear

    // contract shape

    for ( i = 0, il = contour.length; i < il; i ++ ) {

      vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
      //vert = scalePt( contour[ i ], contourCentroid, bs, false );
      v( vert.x, vert.y,  - z );

    }

    // expand holes

    for ( h = 0, hl = holes.length; h < hl; h++ ) {

      ahole = holes[ h ];
      oneHoleMovements = holesMovements[ h ];

      for ( i = 0, il = ahole.length; i < il; i++ ) {

        vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
        //vert = scalePt( ahole[ i ], holesCentroids[ h ], bs, true );

        v( vert.x, vert.y,  -z );

      }

    }

  }

  bs = bevelSize;

  // Back facing vertices

  for ( i = 0; i < vlen; i ++ ) {

    vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];

    if ( !extrudeByPath ) {

      v( vert.x, vert.y, 0 );

    } else {

      // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );

      normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
      binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);

      position2.copy( extrudePts[0] ).add(normal).add(binormal);

      v( position2.x, position2.y, position2.z );

    }

  }

  // Add stepped vertices...
  // Including front facing vertices

  var s;

  for ( s = 1; s <= steps; s ++ ) {

    for ( i = 0; i < vlen; i ++ ) {

      vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];

      if ( !extrudeByPath ) {

        v( vert.x, vert.y, amount / steps * s );

      } else {

        // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );

        normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
        binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );

        position2.copy( extrudePts[s] ).add( normal ).add( binormal );

        v( position2.x, position2.y, position2.z );

      }

    }

  }


  // Add bevel segments planes

  //for ( b = 1; b <= bevelSegments; b ++ ) {
  for ( b = bevelSegments - 1; b >= 0; b -- ) {

    t = b / bevelSegments;
    z = bevelThickness * ( 1 - t );
    //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
    bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;

    // contract shape

    for ( i = 0, il = contour.length; i < il; i ++ ) {

      vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
      v( vert.x, vert.y,  amount + z );

    }

    // expand holes

    for ( h = 0, hl = holes.length; h < hl; h ++ ) {

      ahole = holes[ h ];
      oneHoleMovements = holesMovements[ h ];

      for ( i = 0, il = ahole.length; i < il; i ++ ) {

        vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );

        if ( !extrudeByPath ) {

          v( vert.x, vert.y,  amount + z );

        } else {

          v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );

        }

      }

    }

  }

  /* Faces */

  // Top and bottom faces

  buildLidFaces();

  // Sides faces

  buildSideFaces();


  /////  Internal functions

  function buildLidFaces() {

    if ( bevelEnabled ) {

      var layer = 0 ; // steps + 1
      var offset = vlen * layer;

      // Bottom faces

      for ( i = 0; i < flen; i ++ ) {

        face = faces[ i ];
        f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );

      }

      layer = steps + bevelSegments * 2;
      offset = vlen * layer;

      // Top faces

      for ( i = 0; i < flen; i ++ ) {

        face = faces[ i ];
        f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );

      }

    } else {

      // Bottom faces

      for ( i = 0; i < flen; i++ ) {

        face = faces[ i ];
        f3( face[ 2 ], face[ 1 ], face[ 0 ], true );

      }

      // Top faces

      for ( i = 0; i < flen; i ++ ) {

        face = faces[ i ];
        f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );

      }
    }

  }

  // Create faces for the z-sides of the shape

  function buildSideFaces() {

    var layeroffset = 0;
    sidewalls( contour, layeroffset );
    layeroffset += contour.length;

    for ( h = 0, hl = holes.length;  h < hl; h ++ ) {

      ahole = holes[ h ];
      sidewalls( ahole, layeroffset );

      //, true
      layeroffset += ahole.length;

    }

  }

  function sidewalls( contour, layeroffset ) {

    var j, k;
    i = contour.length;

    while ( --i >= 0 ) {

      j = i;
      k = i - 1;
      if ( k < 0 ) k = contour.length - 1;

      //console.log('b', i,j, i-1, k,vertices.length);

      var s = 0, sl = steps  + bevelSegments * 2;

      for ( s = 0; s < sl; s ++ ) {

        var slen1 = vlen * s;
        var slen2 = vlen * ( s + 1 );

        var a = layeroffset + j + slen1,
          b = layeroffset + k + slen1,
          c = layeroffset + k + slen2,
          d = layeroffset + j + slen2;

        f4( a, b, c, d, contour, s, sl, j, k );

      }
    }

  }


  function v( x, y, z ) {

    scope.vertices.push( new THREE.Vector3( x, y, z ) );

  }

  function f3( a, b, c, isBottom ) {

    a += shapesOffset;
    b += shapesOffset;
    c += shapesOffset;

    // normal, color, material
    scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );

    var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );

    scope.faceVertexUvs[ 0 ].push( uvs );

  }

  function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {

    a += shapesOffset;
    b += shapesOffset;
    c += shapesOffset;
    d += shapesOffset;

    scope.faces.push( new THREE.Face4( a, b, c, d, null, null, extrudeMaterial ) );

    var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
                                        stepIndex, stepsLength, contourIndex1, contourIndex2 );
    scope.faceVertexUvs[ 0 ].push( uvs );

  }

};

THREE.ExtrudeGeometry.WorldUVGenerator = {

  generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
    var ax = geometry.vertices[ indexA ].x,
      ay = geometry.vertices[ indexA ].y,

      bx = geometry.vertices[ indexB ].x,
      by = geometry.vertices[ indexB ].y,

      cx = geometry.vertices[ indexC ].x,
      cy = geometry.vertices[ indexC ].y;

    return [
      new THREE.Vector2( ax, ay ),
      new THREE.Vector2( bx, by ),
      new THREE.Vector2( cx, cy )
    ];

  },

  generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {

    return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );

  },

  generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
                                indexA, indexB, indexC, indexD, stepIndex, stepsLength,
                                contourIndex1, contourIndex2 ) {

    var ax = geometry.vertices[ indexA ].x,
      ay = geometry.vertices[ indexA ].y,
      az = geometry.vertices[ indexA ].z,

      bx = geometry.vertices[ indexB ].x,
      by = geometry.vertices[ indexB ].y,
      bz = geometry.vertices[ indexB ].z,

      cx = geometry.vertices[ indexC ].x,
      cy = geometry.vertices[ indexC ].y,
      cz = geometry.vertices[ indexC ].z,

      dx = geometry.vertices[ indexD ].x,
      dy = geometry.vertices[ indexD ].y,
      dz = geometry.vertices[ indexD ].z;

    if ( Math.abs( ay - by ) < 0.01 ) {
      return [
        new THREE.Vector2( ax, 1 - az ),
        new THREE.Vector2( bx, 1 - bz ),
        new THREE.Vector2( cx, 1 - cz ),
        new THREE.Vector2( dx, 1 - dz )
      ];
    } else {
      return [
        new THREE.Vector2( ay, 1 - az ),
        new THREE.Vector2( by, 1 - bz ),
        new THREE.Vector2( cy, 1 - cz ),
        new THREE.Vector2( dy, 1 - dz )
      ];
    }
  }
};

THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();

/**
 * @author jonobr1 / http://jonobr1.com
 *
 * Creates a one-sided polygonal geometry from a path shape. Similar to
 * ExtrudeGeometry.
 *
 * parameters = {
 *
 *  curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
 *
 *  material: <int> // material index for front and back faces
 *  uvGenerator: <Object> // object that provides UV generator functions
 *
 * }
 **/

THREE.ShapeGeometry = function ( shapes, options ) {

  THREE.Geometry.call( this );

  if ( shapes instanceof Array === false ) shapes = [ shapes ];

  this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();

  this.addShapeList( shapes, options );

  this.computeCentroids();
  this.computeFaceNormals();

};

THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );

/**
 * Add an array of shapes to THREE.ShapeGeometry.
 */
THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {

  for ( var i = 0, l = shapes.length; i < l; i++ ) {

    this.addShape( shapes[ i ], options );

  }

  return this;

};

/**
 * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
 */
THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {

  if ( options === undefined ) options = {};
  var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;

  var material = options.material;
  var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;

  var shapebb = this.shapebb;

  //

  var i, l, hole, s;

  var shapesOffset = this.vertices.length;
  var shapePoints = shape.extractPoints( curveSegments );

  var vertices = shapePoints.shape;
  var holes = shapePoints.holes;

  var reverse = !THREE.Shape.Utils.isClockWise( vertices );

  if ( reverse ) {

    vertices = vertices.reverse();

    // Maybe we should also check if holes are in the opposite direction, just to be safe...

    for ( i = 0, l = holes.length; i < l; i++ ) {

      hole = holes[ i ];

      if ( THREE.Shape.Utils.isClockWise( hole ) ) {

        holes[ i ] = hole.reverse();

      }

    }

    reverse = false;

  }

  var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );

  // Vertices

  var contour = vertices;

  for ( i = 0, l = holes.length; i < l; i++ ) {

    hole = holes[ i ];
    vertices = vertices.concat( hole );

  }

  //

  var vert, vlen = vertices.length;
  var face, flen = faces.length;
  var cont, clen = contour.length;

  for ( i = 0; i < vlen; i++ ) {

    vert = vertices[ i ];

    this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );

  }

  for ( i = 0; i < flen; i++ ) {

    face = faces[ i ];

    var a = face[ 0 ] + shapesOffset;
    var b = face[ 1 ] + shapesOffset;
    var c = face[ 2 ] + shapesOffset;

    this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
    this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) );

  }

};

/**
 * @author astrodud / http://astrodud.isgreat.org/
 * @author zz85 / https://github.com/zz85
 * @author bhouston / http://exocortex.com
 */

// points - to create a closed torus, one must use a set of points 
//    like so: [ a, b, c, d, a ], see first is the same as last.
// segments - the number of circumference segments to create
// phiStart - the starting radian
// phiLength - the radian (0 to 2*PI) range of the lathed section
//    2*pi is a closed lathe, less than 2PI is a portion.
THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {

  THREE.Geometry.call( this );

  segments = segments || 12;
  phiStart = phiStart || 0;
  phiLength = phiLength || 2 * Math.PI;

  var inversePointLength = 1.0 / ( points.length - 1 );
  var inverseSegments = 1.0 / segments;

  for ( var i = 0, il = segments; i <= il; i ++ ) {

    var phi = phiStart + i * inverseSegments * phiLength;

    var c = Math.cos( phi ),
      s = Math.sin( phi );

    for ( var j = 0, jl = points.length; j < jl; j ++ ) {

      var pt = points[ j ];

      var vertex = new THREE.Vector3();

      vertex.x = c * pt.x - s * pt.y;
      vertex.y = s * pt.x + c * pt.y;
      vertex.z = pt.z;

      this.vertices.push( vertex );

    }

  }

  var np = points.length;

  for ( var i = 0, il = segments; i < il; i ++ ) {

    for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {

      var base = j + np * i;
      var a = base;
      var b = base + np;
      var c = base + 1 + np;
      var d = base + 1;

      this.faces.push( new THREE.Face4( a, b, c, d ) );

      var u0 = i * inverseSegments;
      var v0 = j * inversePointLength;
      var u1 = u0 + inverseSegments;
      var v1 = v0 + inversePointLength;

      this.faceVertexUvs[ 0 ].push( [

        new THREE.Vector2( u0, v0 ), 
        new THREE.Vector2( u1, v0 ),
        new THREE.Vector2( u1, v1 ),
        new THREE.Vector2( u0, v1 )

      ] );

    }

  }

  this.mergeVertices();
  this.computeCentroids();
  this.computeFaceNormals();
  this.computeVertexNormals();

};

THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );

/**
 * @author mrdoob / http://mrdoob.com/
 * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
 */

THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {

  THREE.Geometry.call( this );

  this.width = width;
  this.height = height;

  this.widthSegments = widthSegments || 1;
  this.heightSegments = heightSegments || 1;

  var ix, iz;
  var width_half = width / 2;
  var height_half = height / 2;

  var gridX = this.widthSegments;
  var gridZ = this.heightSegments;

  var gridX1 = gridX + 1;
  var gridZ1 = gridZ + 1;

  var segment_width = this.width / gridX;
  var segment_height = this.height / gridZ;

  var normal = new THREE.Vector3( 0, 0, 1 );

  for ( iz = 0; iz < gridZ1; iz ++ ) {

    for ( ix = 0; ix < gridX1; ix ++ ) {

      var x = ix * segment_width - width_half;
      var y = iz * segment_height - height_half;

      this.vertices.push( new THREE.Vector3( x, - y, 0 ) );

    }

  }

  for ( iz = 0; iz < gridZ; iz ++ ) {

    for ( ix = 0; ix < gridX; ix ++ ) {

      var a = ix + gridX1 * iz;
      var b = ix + gridX1 * ( iz + 1 );
      var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
      var d = ( ix + 1 ) + gridX1 * iz;

      var face = new THREE.Face4( a, b, c, d );
      face.normal.copy( normal );
      face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );

      this.faces.push( face );
      this.faceVertexUvs[ 0 ].push( [
        new THREE.Vector2( ix / gridX, 1 - iz / gridZ ),
        new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ ),
        new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ ),
        new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ )
      ] );

    }

  }

  this.computeCentroids();

};

THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );

/**
 * @author Kaleb Murphy
 */

THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {

  THREE.Geometry.call( this );

  innerRadius = innerRadius || 0;
  outerRadius = outerRadius || 50;

  thetaStart = thetaStart !== undefined ? thetaStart : 0;
  thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;

  thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  phiSegments = phiSegments !== undefined ? Math.max( 3, phiSegments ) : 8;

  var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );

  for ( i = 0; i <= phiSegments; i ++ ) { // concentric circles inside ring

    for ( o = 0; o <= thetaSegments; o ++ ) { // number of segments per circle

      var vertex = new THREE.Vector3();
      var segment = thetaStart + o / thetaSegments * thetaLength;

      vertex.x = radius * Math.cos( segment );
      vertex.y = radius * Math.sin( segment );

      this.vertices.push( vertex );
      uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, - ( vertex.y / radius + 1 ) / 2 + 1 ) );
    }

    radius += radiusStep;

  }

  var n = new THREE.Vector3( 0, 0, 1 );

  for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring

    var thetaSegment = i * thetaSegments;

    for ( o = 0; o <= thetaSegments; o ++ ) { // number of segments per circle

      var segment = o + thetaSegment;

      var v1 = segment + i;
      var v2 = segment + thetaSegments + i;
      var v3 = segment + thetaSegments + 1 + i;

      this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
      this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ], uvs[ v2 ], uvs[ v3 ] ]);

      v1 = segment + i;
      v2 = segment + thetaSegments + 1 + i;
      v3 = segment + 1 + i;

      this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
      this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ], uvs[ v2 ], uvs[ v3 ] ]);

    }
  }

  this.computeCentroids();
  this.computeFaceNormals();

  this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );

};

THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {

  THREE.Geometry.call( this );

  this.radius = radius = radius || 50;

  this.widthSegments = widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  this.heightSegments = heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );

  this.phiStart = phiStart = phiStart !== undefined ? phiStart : 0;
  this.phiLength = phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;

  this.thetaStart = thetaStart = thetaStart !== undefined ? thetaStart : 0;
  this.thetaLength = thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;

  var x, y, vertices = [], uvs = [];

  for ( y = 0; y <= heightSegments; y ++ ) {

    var verticesRow = [];
    var uvsRow = [];

    for ( x = 0; x <= widthSegments; x ++ ) {

      var u = x / widthSegments;
      var v = y / heightSegments;

      var vertex = new THREE.Vector3();
      vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
      vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
      vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );

      this.vertices.push( vertex );

      verticesRow.push( this.vertices.length - 1 );
      uvsRow.push( new THREE.Vector2( u, 1 - v ) );

    }

    vertices.push( verticesRow );
    uvs.push( uvsRow );

  }

  for ( y = 0; y < this.heightSegments; y ++ ) {

    for ( x = 0; x < this.widthSegments; x ++ ) {

      var v1 = vertices[ y ][ x + 1 ];
      var v2 = vertices[ y ][ x ];
      var v3 = vertices[ y + 1 ][ x ];
      var v4 = vertices[ y + 1 ][ x + 1 ];

      var n1 = this.vertices[ v1 ].clone().normalize();
      var n2 = this.vertices[ v2 ].clone().normalize();
      var n3 = this.vertices[ v3 ].clone().normalize();
      var n4 = this.vertices[ v4 ].clone().normalize();

      var uv1 = uvs[ y ][ x + 1 ].clone();
      var uv2 = uvs[ y ][ x ].clone();
      var uv3 = uvs[ y + 1 ][ x ].clone();
      var uv4 = uvs[ y + 1 ][ x + 1 ].clone();

      if ( Math.abs( this.vertices[ v1 ].y ) === this.radius ) {

        this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
        this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );

      } else if ( Math.abs( this.vertices[ v3 ].y ) === this.radius ) {

        this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
        this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );

      } else {

        this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
        this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );

      }

    }

  }

  this.computeCentroids();
  this.computeFaceNormals();

  this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );

};

THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );

/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * @author alteredq / http://alteredqualia.com/
 *
 * For creating 3D text geometry in three.js
 *
 * Text = 3D Text
 *
 * parameters = {
 *  size:       <float>,  // size of the text
 *  height:     <float>,  // thickness to extrude text
 *  curveSegments:  <int>,    // number of points on the curves
 *
 *  font:       <string>,   // font name
 *  weight:     <string>,   // font weight (normal, bold)
 *  style:      <string>,   // font style  (normal, italics)
 *
 *  bevelEnabled: <bool>,     // turn on bevel
 *  bevelThickness: <float>,    // how deep into text bevel goes
 *  bevelSize:    <float>,    // how far from text outline is bevel
 *  }
 *
 */

/*  Usage Examples

  // TextGeometry wrapper

  var text3d = new TextGeometry( text, options );

  // Complete manner

  var textShapes = THREE.FontUtils.generateShapes( text, options );
  var text3d = new ExtrudeGeometry( textShapes, options );

*/


THREE.TextGeometry = function ( text, parameters ) {

  parameters = parameters || {};

  var textShapes = THREE.FontUtils.generateShapes( text, parameters );

  // translate parameters to ExtrudeGeometry API

  parameters.amount = parameters.height !== undefined ? parameters.height : 50;

  // defaults

  if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;

  THREE.ExtrudeGeometry.call( this, textShapes, parameters );

};

THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );

/**
 * @author oosmoxiecode
 * @author mrdoob / http://mrdoob.com/
 * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
 */

THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {

  THREE.Geometry.call( this );

  var scope = this;

  this.radius = radius || 100;
  this.tube = tube || 40;
  this.radialSegments = radialSegments || 8;
  this.tubularSegments = tubularSegments || 6;
  this.arc = arc || Math.PI * 2;

  var center = new THREE.Vector3(), uvs = [], normals = [];

  for ( var j = 0; j <= this.radialSegments; j ++ ) {

    for ( var i = 0; i <= this.tubularSegments; i ++ ) {

      var u = i / this.tubularSegments * this.arc;
      var v = j / this.radialSegments * Math.PI * 2;

      center.x = this.radius * Math.cos( u );
      center.y = this.radius * Math.sin( u );

      var vertex = new THREE.Vector3();
      vertex.x = ( this.radius + this.tube * Math.cos( v ) ) * Math.cos( u );
      vertex.y = ( this.radius + this.tube * Math.cos( v ) ) * Math.sin( u );
      vertex.z = this.tube * Math.sin( v );

      this.vertices.push( vertex );

      uvs.push( new THREE.Vector2( i / this.tubularSegments, j / this.radialSegments ) );
      normals.push( vertex.clone().sub( center ).normalize() );

    }
  }


  for ( var j = 1; j <= this.radialSegments; j ++ ) {

    for ( var i = 1; i <= this.tubularSegments; i ++ ) {

      var a = ( this.tubularSegments + 1 ) * j + i - 1;
      var b = ( this.tubularSegments + 1 ) * ( j - 1 ) + i - 1;
      var c = ( this.tubularSegments + 1 ) * ( j - 1 ) + i;
      var d = ( this.tubularSegments + 1 ) * j + i;

      var face = new THREE.Face4( a, b, c, d, [ normals[ a ], normals[ b ], normals[ c ], normals[ d ] ] );
      face.normal.add( normals[ a ] );
      face.normal.add( normals[ b ] );
      face.normal.add( normals[ c ] );
      face.normal.add( normals[ d ] );
      face.normal.normalize();

      this.faces.push( face );

      this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
    }

  }

  this.computeCentroids();

};

THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );

/**
 * @author oosmoxiecode
 * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
 */

THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {

  THREE.Geometry.call( this );

  var scope = this;

  this.radius = radius || 100;
  this.tube = tube || 40;
  this.radialSegments = radialSegments || 64;
  this.tubularSegments = tubularSegments || 8;
  this.p = p || 2;
  this.q = q || 3;
  this.heightScale = heightScale || 1;
  this.grid = new Array( this.radialSegments );

  var tang = new THREE.Vector3();
  var n = new THREE.Vector3();
  var bitan = new THREE.Vector3();

  for ( var i = 0; i < this.radialSegments; ++ i ) {

    this.grid[ i ] = new Array( this.tubularSegments );
    var u = i / this.radialSegments * 2 * this.p * Math.PI;
    var p1 = getPos( u, this.q, this.p, this.radius, this.heightScale );
    var p2 = getPos( u + 0.01, this.q, this.p, this.radius, this.heightScale );
    tang.subVectors( p2, p1 );
    n.addVectors( p2, p1 );

    bitan.crossVectors( tang, n );
    n.crossVectors( bitan, tang );
    bitan.normalize();
    n.normalize();

    for ( var j = 0; j < this.tubularSegments; ++ j ) {

      var v = j / this.tubularSegments * 2 * Math.PI;
      var cx = - this.tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
      var cy = this.tube * Math.sin( v );

      var pos = new THREE.Vector3();
      pos.x = p1.x + cx * n.x + cy * bitan.x;
      pos.y = p1.y + cx * n.y + cy * bitan.y;
      pos.z = p1.z + cx * n.z + cy * bitan.z;

      this.grid[ i ][ j ] = scope.vertices.push( pos ) - 1;

    }

  }

  for ( var i = 0; i < this.radialSegments; ++ i ) {

    for ( var j = 0; j < this.tubularSegments; ++ j ) {

      var ip = ( i + 1 ) % this.radialSegments;
      var jp = ( j + 1 ) % this.tubularSegments;

      var a = this.grid[ i ][ j ];
      var b = this.grid[ ip ][ j ];
      var c = this.grid[ ip ][ jp ];
      var d = this.grid[ i ][ jp ];

      var uva = new THREE.Vector2( i / this.radialSegments, j / this.tubularSegments );
      var uvb = new THREE.Vector2( ( i + 1 ) / this.radialSegments, j / this.tubularSegments );
      var uvc = new THREE.Vector2( ( i + 1 ) / this.radialSegments, ( j + 1 ) / this.tubularSegments );
      var uvd = new THREE.Vector2( i / this.radialSegments, ( j + 1 ) / this.tubularSegments );

      this.faces.push( new THREE.Face4( a, b, c, d ) );
      this.faceVertexUvs[ 0 ].push( [ uva,uvb,uvc, uvd ] );

    }
  }

  this.computeCentroids();
  this.computeFaceNormals();
  this.computeVertexNormals();

  function getPos( u, in_q, in_p, radius, heightScale ) {

    var cu = Math.cos( u );
    var su = Math.sin( u );
    var quOverP = in_q / in_p * u;
    var cs = Math.cos( quOverP );

    var tx = radius * ( 2 + cs ) * 0.5 * cu;
    var ty = radius * ( 2 + cs ) * su * 0.5;
    var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;

    return new THREE.Vector3( tx, ty, tz );

  }

};

THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );

/**
 * @author WestLangley / https://github.com/WestLangley
 * @author zz85 / https://github.com/zz85
 * @author miningold / https://github.com/miningold
 *
 * Modified from the TorusKnotGeometry by @oosmoxiecode
 *
 * Creates a tube which extrudes along a 3d spline
 *
 * Uses parallel transport frames as described in
 * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
 */

THREE.TubeGeometry = function( path, segments, radius, radialSegments, closed ) {

  THREE.Geometry.call( this );

  this.path = path;
  this.segments = segments || 64;
  this.radius = radius || 1;
  this.radialSegments = radialSegments || 8;
  this.closed = closed || false;

  this.grid = [];

  var scope = this,

    tangent,
    normal,
    binormal,

    numpoints = this.segments + 1,

    x, y, z,
    tx, ty, tz,
    u, v,

    cx, cy,
    pos, pos2 = new THREE.Vector3(),
    i, j,
    ip, jp,
    a, b, c, d,
    uva, uvb, uvc, uvd;

  var frames = new THREE.TubeGeometry.FrenetFrames( this.path, this.segments, this.closed ),
    tangents = frames.tangents,
    normals = frames.normals,
    binormals = frames.binormals;

  // proxy internals
  this.tangents = tangents;
  this.normals = normals;
  this.binormals = binormals;

  function vert( x, y, z ) {

    return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;

  }


  // consruct the grid

  for ( i = 0; i < numpoints; i++ ) {

    this.grid[ i ] = [];

    u = i / ( numpoints - 1 );

    pos = path.getPointAt( u );

    tangent = tangents[ i ];
    normal = normals[ i ];
    binormal = binormals[ i ];

    for ( j = 0; j < this.radialSegments; j++ ) {

      v = j / this.radialSegments * 2 * Math.PI;

      cx = -this.radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
      cy = this.radius * Math.sin( v );

      pos2.copy( pos );
      pos2.x += cx * normal.x + cy * binormal.x;
      pos2.y += cx * normal.y + cy * binormal.y;
      pos2.z += cx * normal.z + cy * binormal.z;

      this.grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );

    }
  }


  // construct the mesh

  for ( i = 0; i < this.segments; i++ ) {

    for ( j = 0; j < this.radialSegments; j++ ) {

      ip = ( this.closed ) ? (i + 1) % this.segments : i + 1;
      jp = (j + 1) % this.radialSegments;

      a = this.grid[ i ][ j ];    // *** NOT NECESSARILY PLANAR ! ***
      b = this.grid[ ip ][ j ];
      c = this.grid[ ip ][ jp ];
      d = this.grid[ i ][ jp ];

      uva = new THREE.Vector2( i / this.segments, j / this.radialSegments );
      uvb = new THREE.Vector2( ( i + 1 ) / this.segments, j / this.radialSegments );
      uvc = new THREE.Vector2( ( i + 1 ) / this.segments, ( j + 1 ) / this.radialSegments );
      uvd = new THREE.Vector2( i / this.segments, ( j + 1 ) / this.radialSegments );

      this.faces.push( new THREE.Face4( a, b, c, d ) );
      this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvc, uvd ] );

    }
  }

  this.computeCentroids();
  this.computeFaceNormals();
  this.computeVertexNormals();

};

THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );


// For computing of Frenet frames, exposing the tangents, normals and binormals the spline
THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) {

  var tangent = new THREE.Vector3(),
    normal = new THREE.Vector3(),
    binormal = new THREE.Vector3(),

    tangents = [],
    normals = [],
    binormals = [],

    vec = new THREE.Vector3(),
    mat = new THREE.Matrix4(),

    numpoints = segments + 1,
    theta,
    epsilon = 0.0001,
    smallest,

    tx, ty, tz,
    i, u, v;


  // expose internals
  this.tangents = tangents;
  this.normals = normals;
  this.binormals = binormals;

  // compute the tangent vectors for each segment on the path

  for ( i = 0; i < numpoints; i++ ) {

    u = i / ( numpoints - 1 );

    tangents[ i ] = path.getTangentAt( u );
    tangents[ i ].normalize();

  }

  initialNormal3();

  function initialNormal1(lastBinormal) {
    // fixed start binormal. Has dangers of 0 vectors
    normals[ 0 ] = new THREE.Vector3();
    binormals[ 0 ] = new THREE.Vector3();
    if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
    normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
    binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
  }

  function initialNormal2() {

    // This uses the Frenet-Serret formula for deriving binormal
    var t2 = path.getTangentAt( epsilon );

    normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
    binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );

    normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
    binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();

  }

  function initialNormal3() {
    // select an initial normal vector perpenicular to the first tangent vector,
    // and in the direction of the smallest tangent xyz component

    normals[ 0 ] = new THREE.Vector3();
    binormals[ 0 ] = new THREE.Vector3();
    smallest = Number.MAX_VALUE;
    tx = Math.abs( tangents[ 0 ].x );
    ty = Math.abs( tangents[ 0 ].y );
    tz = Math.abs( tangents[ 0 ].z );

    if ( tx <= smallest ) {
      smallest = tx;
      normal.set( 1, 0, 0 );
    }

    if ( ty <= smallest ) {
      smallest = ty;
      normal.set( 0, 1, 0 );
    }

    if ( tz <= smallest ) {
      normal.set( 0, 0, 1 );
    }

    vec.crossVectors( tangents[ 0 ], normal ).normalize();

    normals[ 0 ].crossVectors( tangents[ 0 ], vec );
    binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  }


  // compute the slowly-varying normal and binormal vectors for each segment on the path

  for ( i = 1; i < numpoints; i++ ) {

    normals[ i ] = normals[ i-1 ].clone();

    binormals[ i ] = binormals[ i-1 ].clone();

    vec.crossVectors( tangents[ i-1 ], tangents[ i ] );

    if ( vec.length() > epsilon ) {

      vec.normalize();

      theta = Math.acos( THREE.Math.clamp( tangents[ i-1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors

      normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );

    }

    binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

  }


  // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same

  if ( closed ) {

    theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints-1 ] ), -1, 1 ) );
    theta /= ( numpoints - 1 );

    if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {

      theta = -theta;

    }

    for ( i = 1; i < numpoints; i++ ) {

      // twist a little...
      normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
      binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

    }

  }
};

/**
 * @author clockworkgeek / https://github.com/clockworkgeek
 * @author timothypratley / https://github.com/timothypratley
 * @author WestLangley / http://github.com/WestLangley
*/

THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) {

  THREE.Geometry.call( this );

  radius = radius || 1;
  detail = detail || 0;

  var that = this;

  for ( var i = 0, l = vertices.length; i < l; i ++ ) {

    prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) );

  }

  var midpoints = [], p = this.vertices;

  var f = [];
  for ( var i = 0, l = faces.length; i < l; i ++ ) {

    var v1 = p[ faces[ i ][ 0 ] ];
    var v2 = p[ faces[ i ][ 1 ] ];
    var v3 = p[ faces[ i ][ 2 ] ];

    f[ i ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );

  }

  for ( var i = 0, l = f.length; i < l; i ++ ) {

    subdivide(f[ i ], detail);

  }


  // Handle case when face straddles the seam

  for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {

    var uvs = this.faceVertexUvs[ 0 ][ i ];

    var x0 = uvs[ 0 ].x;
    var x1 = uvs[ 1 ].x;
    var x2 = uvs[ 2 ].x;

    var max = Math.max( x0, Math.max( x1, x2 ) );
    var min = Math.min( x0, Math.min( x1, x2 ) );

    if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary

      if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
      if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
      if ( x2 < 0.2 ) uvs[ 2 ].x += 1;

    }

  }


  // Apply radius

  for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {

    this.vertices[ i ].multiplyScalar( radius );

  }


  // Merge vertices

  this.mergeVertices();

  this.computeCentroids();

  this.computeFaceNormals();

  this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );


  // Project vector onto sphere's surface

  function prepare( vector ) {

    var vertex = vector.normalize().clone();
    vertex.index = that.vertices.push( vertex ) - 1;

    // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.

    var u = azimuth( vector ) / 2 / Math.PI + 0.5;
    var v = inclination( vector ) / Math.PI + 0.5;
    vertex.uv = new THREE.Vector2( u, 1 - v );

    return vertex;

  }


  // Approximate a curved face with recursively sub-divided triangles.

  function make( v1, v2, v3 ) {

    var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
    face.centroid.add( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
    that.faces.push( face );

    var azi = azimuth( face.centroid );

    that.faceVertexUvs[ 0 ].push( [
      correctUV( v1.uv, v1, azi ),
      correctUV( v2.uv, v2, azi ),
      correctUV( v3.uv, v3, azi )
    ] );

  }


  // Analytically subdivide a face to the required detail level.

  function subdivide(face, detail ) {

    var cols = Math.pow(2, detail);
    var cells = Math.pow(4, detail);
    var a = prepare( that.vertices[ face.a ] );
    var b = prepare( that.vertices[ face.b ] );
    var c = prepare( that.vertices[ face.c ] );
    var v = [];

    // Construct all of the vertices for this subdivision.

    for ( var i = 0 ; i <= cols; i ++ ) {

      v[ i ] = [];

      var aj = prepare( a.clone().lerp( c, i / cols ) );
      var bj = prepare( b.clone().lerp( c, i / cols ) );
      var rows = cols - i;

      for ( var j = 0; j <= rows; j ++) {

        if ( j == 0 && i == cols ) {

          v[ i ][ j ] = aj;

        } else {

          v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );

        }

      }

    }

    // Construct all of the faces.

    for ( var i = 0; i < cols ; i ++ ) {

      for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) {

        var k = Math.floor( j / 2 );

        if ( j % 2 == 0 ) {

          make(
            v[ i ][ k + 1],
            v[ i + 1 ][ k ],
            v[ i ][ k ]
          );

        } else {

          make(
            v[ i ][ k + 1 ],
            v[ i + 1][ k + 1],
            v[ i + 1 ][ k ]
          );

        }

      }

    }

  }


  // Angle around the Y axis, counter-clockwise when looking from above.

  function azimuth( vector ) {

    return Math.atan2( vector.z, -vector.x );

  }


  // Angle above the XZ plane.

  function inclination( vector ) {

    return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );

  }


  // Texture fixing helper. Spheres have some odd behaviours.

  function correctUV( uv, vector, azimuth ) {

    if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
    if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
    return uv.clone();

  }


};

THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );

/**
 * @author timothypratley / https://github.com/timothypratley
 */

THREE.IcosahedronGeometry = function ( radius, detail ) {

  this.radius = radius;
  this.detail = detail;

  var t = ( 1 + Math.sqrt( 5 ) ) / 2;

  var vertices = [
    [ -1,  t,  0 ], [  1, t, 0 ], [ -1, -t,  0 ], [  1, -t,  0 ],
    [  0, -1,  t ], [  0, 1, t ], [  0, -1, -t ], [  0,  1, -t ],
    [  t,  0, -1 ], [  t, 0, 1 ], [ -t,  0, -1 ], [ -t,  0,  1 ]
  ];

  var faces = [
    [ 0, 11,  5 ], [ 0,  5,  1 ], [  0,  1,  7 ], [  0,  7, 10 ], [  0, 10, 11 ],
    [ 1,  5,  9 ], [ 5, 11,  4 ], [ 11, 10,  2 ], [ 10,  7,  6 ], [  7,  1,  8 ],
    [ 3,  9,  4 ], [ 3,  4,  2 ], [  3,  2,  6 ], [  3,  6,  8 ], [  3,  8,  9 ],
    [ 4,  9,  5 ], [ 2,  4, 11 ], [  6,  2, 10 ], [  8,  6,  7 ], [  9,  8,  1 ]
  ];

  THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );

};

THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );

/**
 * @author timothypratley / https://github.com/timothypratley
 */

THREE.OctahedronGeometry = function ( radius, detail ) {

  var vertices = [
    [ 1, 0, 0 ], [ -1, 0, 0 ], [ 0, 1, 0 ], [ 0, -1, 0 ], [ 0, 0, 1 ], [ 0, 0, -1 ]
  ];

  var faces = [
    [ 0, 2, 4 ], [ 0, 4, 3 ], [ 0, 3, 5 ], [ 0, 5, 2 ], [ 1, 2, 5 ], [ 1, 5, 3 ], [ 1, 3, 4 ], [ 1, 4, 2 ]
  ];

  THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
};

THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );

/**
 * @author timothypratley / https://github.com/timothypratley
 */

THREE.TetrahedronGeometry = function ( radius, detail ) {

  var vertices = [
    [ 1,  1,  1 ], [ -1, -1, 1 ], [ -1, 1, -1 ], [ 1, -1, -1 ]
  ];

  var faces = [
    [ 2, 1, 0 ], [ 0, 3, 2 ], [ 1, 3, 0 ], [ 2, 3, 1 ]
  ];

  THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );

};

THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );

/**
 * @author zz85 / https://github.com/zz85
 * Parametric Surfaces Geometry
 * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
 *
 * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements, useTris );
 *
 */

THREE.ParametricGeometry = function ( func, slices, stacks, useTris ) {

  THREE.Geometry.call( this );

  var verts = this.vertices;
  var faces = this.faces;
  var uvs = this.faceVertexUvs[ 0 ];

  useTris = (useTris === undefined) ? false : useTris;

  var i, il, j, p;
  var u, v;

  var stackCount = stacks + 1;
  var sliceCount = slices + 1;

  for ( i = 0; i <= stacks; i ++ ) {

    v = i / stacks;

    for ( j = 0; j <= slices; j ++ ) {

      u = j / slices;

      p = func( u, v );
      verts.push( p );

    }
  }

  var a, b, c, d;
  var uva, uvb, uvc, uvd;

  for ( i = 0; i < stacks; i ++ ) {

    for ( j = 0; j < slices; j ++ ) {

      a = i * sliceCount + j;
      b = i * sliceCount + j + 1;
      c = (i + 1) * sliceCount + j;
      d = (i + 1) * sliceCount + j + 1;

      uva = new THREE.Vector2( j / slices, i / stacks );
      uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
      uvc = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
      uvd = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );

      if ( useTris ) {

        faces.push( new THREE.Face3( a, b, c ) );
        faces.push( new THREE.Face3( b, d, c ) );

        uvs.push( [ uva, uvb, uvc ] );
        uvs.push( [ uvb, uvd, uvc ] );

      } else {

        faces.push( new THREE.Face4( a, b, d, c ) );
        uvs.push( [ uva, uvb, uvd, uvc ] );

      }

    }

  }

  // console.log(this);

  // magic bullet
  // var diff = this.mergeVertices();
  // console.log('removed ', diff, ' vertices by merging');

  this.computeCentroids();
  this.computeFaceNormals();
  this.computeVertexNormals();

};

THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );

/**
 * @author sroucheray / http://sroucheray.org/
 * @author mrdoob / http://mrdoob.com/
 */

THREE.AxisHelper = function ( size ) {

  size = size || 1;

  var geometry = new THREE.Geometry();

  geometry.vertices.push(
    new THREE.Vector3(), new THREE.Vector3( size, 0, 0 ),
    new THREE.Vector3(), new THREE.Vector3( 0, size, 0 ),
    new THREE.Vector3(), new THREE.Vector3( 0, 0, size )
  );

  geometry.colors.push(
    new THREE.Color( 0xff0000 ), new THREE.Color( 0xffaa00 ),
    new THREE.Color( 0x00ff00 ), new THREE.Color( 0xaaff00 ),
    new THREE.Color( 0x0000ff ), new THREE.Color( 0x00aaff )
  );

  var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );

  THREE.Line.call( this, geometry, material, THREE.LinePieces );

};

THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );

/**
 * @author WestLangley / http://github.com/WestLangley
 * @author zz85 / http://github.com/zz85
 * @author bhouston / http://exocortex.com
 *
 * Creates an arrow for visualizing directions
 *
 * Parameters:
 *  dir - Vector3
 *  origin - Vector3
 *  length - Number
 *  hex - color in hex value
 */

THREE.ArrowHelper = function ( dir, origin, length, hex ) {

  // dir is assumed to be normalized

  THREE.Object3D.call( this );

  if ( hex === undefined ) hex = 0xffff00;
  if ( length === undefined ) length = 1;

  this.position = origin;

  var lineGeometry = new THREE.Geometry();
  lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) );
  lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) );

  this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: hex } ) );
  this.line.matrixAutoUpdate = false;
  this.add( this.line );

  var coneGeometry = new THREE.CylinderGeometry( 0, 0.05, 0.25, 5, 1 );
  coneGeometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, 0.875, 0 ) );

  this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: hex } ) );
  this.cone.matrixAutoUpdate = false;
  this.add( this.cone );

  this.setDirection( dir );
  this.setLength( length );

};

THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );

THREE.ArrowHelper.prototype.setDirection = function () {

  var axis = new THREE.Vector3();
  var radians;

  return function ( dir ) {

    // dir is assumed to be normalized

    if ( dir.y > 0.99999 ) {

      this.quaternion.set( 0, 0, 0, 1 );

    } else if ( dir.y < - 0.99999 ) {

      this.quaternion.set( 1, 0, 0, 0 );

    } else {

      axis.set( dir.z, 0, - dir.x ).normalize();

      radians = Math.acos( dir.y );

      this.quaternion.setFromAxisAngle( axis, radians );

    }

  };

}();

THREE.ArrowHelper.prototype.setLength = function ( length ) {

  this.scale.set( length, length, length );

};

THREE.ArrowHelper.prototype.setColor = function ( hex ) {

  this.line.material.color.setHex( hex );
  this.cone.material.color.setHex( hex );

};

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.BoxHelper = function ( object ) {

  //   5____4
  // 1/___0/|
  // | 6__|_7
  // 2/___3/

  var vertices = [
    new THREE.Vector3(   1,   1,   1 ),
    new THREE.Vector3( - 1,   1,   1 ),
    new THREE.Vector3( - 1, - 1,   1 ),
    new THREE.Vector3(   1, - 1,   1 ),

    new THREE.Vector3(   1,   1, - 1 ),
    new THREE.Vector3( - 1,   1, - 1 ),
    new THREE.Vector3( - 1, - 1, - 1 ),
    new THREE.Vector3(   1, - 1, - 1 )
  ];

  this.vertices = vertices;

  // TODO: Wouldn't be nice if Line had .segments?

  var geometry = new THREE.Geometry();
  geometry.vertices.push(
    vertices[ 0 ], vertices[ 1 ],
    vertices[ 1 ], vertices[ 2 ],
    vertices[ 2 ], vertices[ 3 ],
    vertices[ 3 ], vertices[ 0 ],

    vertices[ 4 ], vertices[ 5 ],
    vertices[ 5 ], vertices[ 6 ],
    vertices[ 6 ], vertices[ 7 ],
    vertices[ 7 ], vertices[ 4 ],

    vertices[ 0 ], vertices[ 4 ],
    vertices[ 1 ], vertices[ 5 ],
    vertices[ 2 ], vertices[ 6 ],
    vertices[ 3 ], vertices[ 7 ]
  );

  THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ), THREE.LinePieces );

  if ( object !== undefined ) {

    this.update( object );

  }

};

THREE.BoxHelper.prototype = Object.create( THREE.Line.prototype );

THREE.BoxHelper.prototype.update = function ( object ) {

  var geometry = object.geometry;

  if ( geometry.boundingBox === null ) {

    geometry.computeBoundingBox();

  }

  var min = geometry.boundingBox.min;
  var max = geometry.boundingBox.max;
  var vertices = this.vertices;

  vertices[ 0 ].set( max.x, max.y, max.z );
  vertices[ 1 ].set( min.x, max.y, max.z );
  vertices[ 2 ].set( min.x, min.y, max.z );
  vertices[ 3 ].set( max.x, min.y, max.z );
  vertices[ 4 ].set( max.x, max.y, min.z );
  vertices[ 5 ].set( min.x, max.y, min.z );
  vertices[ 6 ].set( min.x, min.y, min.z );
  vertices[ 7 ].set( max.x, min.y, min.z );

  this.geometry.computeBoundingSphere();
  this.geometry.verticesNeedUpdate = true;

  this.matrixAutoUpdate = false;
  this.matrixWorld = object.matrixWorld;

};

/**
 * @author WestLangley / http://github.com/WestLangley
 */

// a helper to show the world-axis-aligned bounding box for an object

THREE.BoundingBoxHelper = function ( object, hex ) {

  var color = hex || 0x888888;

  this.object = object;

  this.box = new THREE.Box3();

  THREE.Mesh.call( this, new THREE.CubeGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) );

};

THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype );

THREE.BoundingBoxHelper.prototype.update = function () {

  this.box.setFromObject( this.object );

  this.box.size( this.scale );

  this.box.center( this.position );

};

/**
 * @author alteredq / http://alteredqualia.com/
 *
 *  - shows frustum, line of sight and up of the camera
 *  - suitable for fast updates
 *  - based on frustum visualization in lightgl.js shadowmap example
 *    http://evanw.github.com/lightgl.js/tests/shadowmap.html
 */

THREE.CameraHelper = function ( camera ) {

  var geometry = new THREE.Geometry();
  var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );

  var pointMap = {};

  // colors

  var hexFrustum = 0xffaa00;
  var hexCone = 0xff0000;
  var hexUp = 0x00aaff;
  var hexTarget = 0xffffff;
  var hexCross = 0x333333;

  // near

  addLine( "n1", "n2", hexFrustum );
  addLine( "n2", "n4", hexFrustum );
  addLine( "n4", "n3", hexFrustum );
  addLine( "n3", "n1", hexFrustum );

  // far

  addLine( "f1", "f2", hexFrustum );
  addLine( "f2", "f4", hexFrustum );
  addLine( "f4", "f3", hexFrustum );
  addLine( "f3", "f1", hexFrustum );

  // sides

  addLine( "n1", "f1", hexFrustum );
  addLine( "n2", "f2", hexFrustum );
  addLine( "n3", "f3", hexFrustum );
  addLine( "n4", "f4", hexFrustum );

  // cone

  addLine( "p", "n1", hexCone );
  addLine( "p", "n2", hexCone );
  addLine( "p", "n3", hexCone );
  addLine( "p", "n4", hexCone );

  // up

  addLine( "u1", "u2", hexUp );
  addLine( "u2", "u3", hexUp );
  addLine( "u3", "u1", hexUp );

  // target

  addLine( "c", "t", hexTarget );
  addLine( "p", "c", hexCross );

  // cross

  addLine( "cn1", "cn2", hexCross );
  addLine( "cn3", "cn4", hexCross );

  addLine( "cf1", "cf2", hexCross );
  addLine( "cf3", "cf4", hexCross );

  function addLine( a, b, hex ) {

    addPoint( a, hex );
    addPoint( b, hex );

  }

  function addPoint( id, hex ) {

    geometry.vertices.push( new THREE.Vector3() );
    geometry.colors.push( new THREE.Color( hex ) );

    if ( pointMap[ id ] === undefined ) {

      pointMap[ id ] = [];

    }

    pointMap[ id ].push( geometry.vertices.length - 1 );

  }

  THREE.Line.call( this, geometry, material, THREE.LinePieces );

  this.camera = camera;
  this.matrixWorld = camera.matrixWorld;
  this.matrixAutoUpdate = false;

  this.pointMap = pointMap;

  this.update();

};

THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );

THREE.CameraHelper.prototype.update = function () {

  var vector = new THREE.Vector3();
  var camera = new THREE.Camera();
  var projector = new THREE.Projector();

  return function () {

    var scope = this;

    var w = 1, h = 1;

    // we need just camera projection matrix
    // world matrix must be identity

    camera.projectionMatrix.copy( this.camera.projectionMatrix );

    // center / target

    setPoint( "c", 0, 0, -1 );
    setPoint( "t", 0, 0,  1 );

    // near

    setPoint( "n1", -w, -h, -1 );
    setPoint( "n2",  w, -h, -1 );
    setPoint( "n3", -w,  h, -1 );
    setPoint( "n4",  w,  h, -1 );

    // far

    setPoint( "f1", -w, -h, 1 );
    setPoint( "f2",  w, -h, 1 );
    setPoint( "f3", -w,  h, 1 );
    setPoint( "f4",  w,  h, 1 );

    // up

    setPoint( "u1",  w * 0.7, h * 1.1, -1 );
    setPoint( "u2", -w * 0.7, h * 1.1, -1 );
    setPoint( "u3",        0, h * 2,   -1 );

    // cross

    setPoint( "cf1", -w,  0, 1 );
    setPoint( "cf2",  w,  0, 1 );
    setPoint( "cf3",  0, -h, 1 );
    setPoint( "cf4",  0,  h, 1 );

    setPoint( "cn1", -w,  0, -1 );
    setPoint( "cn2",  w,  0, -1 );
    setPoint( "cn3",  0, -h, -1 );
    setPoint( "cn4",  0,  h, -1 );

    function setPoint( point, x, y, z ) {

      vector.set( x, y, z );
      projector.unprojectVector( vector, camera );

      var points = scope.pointMap[ point ];

      if ( points !== undefined ) {

        for ( var i = 0, il = points.length; i < il; i ++ ) {

          scope.geometry.vertices[ points[ i ] ].copy( vector );

        }

      }

    }

    this.geometry.verticesNeedUpdate = true;

  };

}();

/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 */

THREE.DirectionalLightHelper = function ( light, size ) {

  THREE.Object3D.call( this );

  this.light = light;
  this.light.updateMatrixWorld();

  this.matrixWorld = light.matrixWorld;
  this.matrixAutoUpdate = false;

  var geometry = new THREE.PlaneGeometry( size, size );
  var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
  material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

  this.lightPlane = new THREE.Mesh( geometry, material );
  this.add( this.lightPlane );

  geometry = new THREE.Geometry();
  geometry.vertices.push( new THREE.Vector3() );
  geometry.vertices.push( new THREE.Vector3() );
  geometry.computeLineDistances();

  material = new THREE.LineBasicMaterial( { fog: false } );
  material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

  this.targetLine = new THREE.Line( geometry, material );
  this.add( this.targetLine );

  this.update();

};

THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );

THREE.DirectionalLightHelper.prototype.update = function () {

  var vector = new THREE.Vector3();

  return function () {

    vector.getPositionFromMatrix( this.light.matrixWorld ).negate();

    this.lightPlane.lookAt( vector );
    this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

    this.targetLine.geometry.vertices[ 1 ].copy( vector );
    this.targetLine.geometry.verticesNeedUpdate = true;
    this.targetLine.material.color.copy( this.lightPlane.material.color );

  }

}();


/**
 * @author mrdoob / http://mrdoob.com/
 * @author WestLangley / http://github.com/WestLangley
*/

THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {

  this.object = object;

  this.size = size || 1;

  var color = hex || 0xffff00;

  var width = linewidth || 1;

  var geometry = new THREE.Geometry();

  var faces = this.object.geometry.faces;

  for ( var i = 0, l = faces.length; i < l; i ++ ) {

    geometry.vertices.push( new THREE.Vector3() );
    geometry.vertices.push( new THREE.Vector3() );

  }

  THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );

  this.matrixAutoUpdate = false;

  this.normalMatrix = new THREE.Matrix3();

  this.update();

};

THREE.FaceNormalsHelper.prototype = Object.create( THREE.Line.prototype );

THREE.FaceNormalsHelper.prototype.update = ( function ( object ) {

  var v1 = new THREE.Vector3();

  return function ( object ) {

    this.object.updateMatrixWorld( true );

    this.normalMatrix.getNormalMatrix( this.object.matrixWorld );

    var vertices = this.geometry.vertices;

    var faces = this.object.geometry.faces;

    var worldMatrix = this.object.matrixWorld;

    for ( var i = 0, l = faces.length; i < l; i ++ ) {

      var face = faces[ i ];

      v1.copy( face.normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size );

      var idx = 2 * i;

      vertices[ idx ].copy( face.centroid ).applyMatrix4( worldMatrix );

      vertices[ idx + 1 ].addVectors( vertices[ idx ], v1 );

    }

    this.geometry.verticesNeedUpdate = true;

    return this;

  }

}());


/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.GridHelper = function ( size, step ) {

  var geometry = new THREE.Geometry();
  var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );

  this.color1 = new THREE.Color( 0x444444 );
  this.color2 = new THREE.Color( 0x888888 );

  for ( var i = - size; i <= size; i += step ) {

    geometry.vertices.push(
      new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ),
      new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size )
    );

    var color = i === 0 ? this.color1 : this.color2;

    geometry.colors.push( color, color, color, color );

  }

  THREE.Line.call( this, geometry, material, THREE.LinePieces );

};

THREE.GridHelper.prototype = Object.create( THREE.Line.prototype );

THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) {

  this.color1.set( colorCenterLine );
  this.color2.set( colorGrid );

  this.geometry.colorsNeedUpdate = true;

}

/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 */

THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {

  THREE.Object3D.call( this );

  this.light = light;
  this.light.updateMatrixWorld();

  this.matrixWorld = light.matrixWorld;
  this.matrixAutoUpdate = false;

  this.colors = [ new THREE.Color(), new THREE.Color() ];

  var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );

  for ( var i = 0, il = 8; i < il; i ++ ) {

    geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ];

  }

  var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } );

  this.lightSphere = new THREE.Mesh( geometry, material );
  this.add( this.lightSphere );

  this.update();

};

THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );

THREE.HemisphereLightHelper.prototype.update = function () {

  var vector = new THREE.Vector3();

  return function () {

    this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity );
    this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity );

    this.lightSphere.lookAt( vector.getPositionFromMatrix( this.light.matrixWorld ).negate() );
    this.lightSphere.geometry.colorsNeedUpdate = true;

  }

}();


/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 */

THREE.PointLightHelper = function ( light, sphereSize ) {

  this.light = light;
  this.light.updateMatrixWorld();

  var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
  material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

  THREE.Mesh.call( this, geometry, material );

  this.matrixWorld = this.light.matrixWorld;
  this.matrixAutoUpdate = false;

  /*
  var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );

  this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );

  var d = light.distance;

  if ( d === 0.0 ) {

    this.lightDistance.visible = false;

  } else {

    this.lightDistance.scale.set( d, d, d );

  }

  this.add( this.lightDistance );
  */

};

THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype );

THREE.PointLightHelper.prototype.update = function () {

  this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

  /*
  var d = this.light.distance;

  if ( d === 0.0 ) {

    this.lightDistance.visible = false;

  } else {

    this.lightDistance.visible = true;
    this.lightDistance.scale.set( d, d, d );

  }
  */

};


/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 * @author WestLangley / http://github.com/WestLangley
*/

THREE.SpotLightHelper = function ( light ) {

  THREE.Object3D.call( this );

  this.light = light;
  this.light.updateMatrixWorld();

  this.matrixWorld = light.matrixWorld;
  this.matrixAutoUpdate = false;

  var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true );

  geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, -0.5, 0 ) );
  geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );

  var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
  
  this.cone = new THREE.Mesh( geometry, material );
  this.add( this.cone );

  this.update();

};

THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );

THREE.SpotLightHelper.prototype.update = function () {

  var vector = new THREE.Vector3();

  return function () {

    var coneLength = this.light.distance ? this.light.distance : 10000;
    var coneWidth = coneLength * Math.tan( this.light.angle );

    this.cone.scale.set( coneWidth, coneWidth, coneLength );

    this.cone.lookAt( vector.getPositionFromMatrix( this.light.matrixWorld ).negate() );

    this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

  }

}();

/**
 * @author mrdoob / http://mrdoob.com/
 * @author WestLangley / http://github.com/WestLangley
*/

THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {

  this.object = object;

  this.size = size || 1;

  var color = hex || 0xff0000;

  var width = linewidth || 1;

  var geometry = new THREE.Geometry();

  var vertices = object.geometry.vertices;

  var faces = object.geometry.faces;

  for ( var i = 0, l = faces.length; i < l; i ++ ) {

    var face = faces[ i ];

    for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {

      geometry.vertices.push( new THREE.Vector3() );
      geometry.vertices.push( new THREE.Vector3() );

    }

  }

  THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );

  this.matrixAutoUpdate = false;

  this.normalMatrix = new THREE.Matrix3();

  this.update();

};

THREE.VertexNormalsHelper.prototype = Object.create( THREE.Line.prototype );

THREE.VertexNormalsHelper.prototype.update = ( function ( object ) {

  var v1 = new THREE.Vector3();

  return function( object ) {

    var keys = [ 'a', 'b', 'c', 'd' ];

    this.object.updateMatrixWorld( true );

    this.normalMatrix.getNormalMatrix( this.object.matrixWorld );

    var vertices = this.geometry.vertices;

    var verts = this.object.geometry.vertices;

    var faces = this.object.geometry.faces;

    var worldMatrix = this.object.matrixWorld;

    var idx = 0;

    for ( var i = 0, l = faces.length; i < l; i ++ ) {

      var face = faces[ i ];

      for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {

        var vertexId = face[ keys[ j ] ];
        var vertex = verts[ vertexId ];

        var normal = face.vertexNormals[ j ];

        vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );

        v1.copy( normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size );

        v1.add( vertices[ idx ] );
        idx = idx + 1;

        vertices[ idx ].copy( v1 );
        idx = idx + 1;

      }

    }

    this.geometry.verticesNeedUpdate = true;

    return this;

  }

}());

/**
 * @author mrdoob / http://mrdoob.com/
 * @author WestLangley / http://github.com/WestLangley
*/

THREE.VertexTangentsHelper = function ( object, size, hex, linewidth ) {

  this.object = object;

  this.size = size || 1;

  var color = hex || 0x0000ff;

  var width = linewidth || 1;

  var geometry = new THREE.Geometry();

  var vertices = object.geometry.vertices;

  var faces = object.geometry.faces;

  for ( var i = 0, l = faces.length; i < l; i ++ ) {

    var face = faces[ i ];

    for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {

      geometry.vertices.push( new THREE.Vector3() );
      geometry.vertices.push( new THREE.Vector3() );

    }

  }

  THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );

  this.matrixAutoUpdate = false;

  this.update();

};

THREE.VertexTangentsHelper.prototype = Object.create( THREE.Line.prototype );

THREE.VertexTangentsHelper.prototype.update = ( function ( object ) {

  var v1 = new THREE.Vector3();

  return function( object ) {

    var keys = [ 'a', 'b', 'c', 'd' ];

    this.object.updateMatrixWorld( true );

    var vertices = this.geometry.vertices;

    var verts = this.object.geometry.vertices;

    var faces = this.object.geometry.faces;

    var worldMatrix = this.object.matrixWorld;

    var idx = 0;

    for ( var i = 0, l = faces.length; i < l; i ++ ) {

      var face = faces[ i ];

      for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {

        var vertexId = face[ keys[ j ] ];
        var vertex = verts[ vertexId ];

        var tangent = face.vertexTangents[ j ];

        vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );

        v1.copy( tangent ).transformDirection( worldMatrix ).multiplyScalar( this.size );

        v1.add( vertices[ idx ] );
        idx = idx + 1;

        vertices[ idx ].copy( v1 );
        idx = idx + 1;

      }

    }

    this.geometry.verticesNeedUpdate = true;

    return this;

  }

}());

/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.WireframeHelper = function ( object ) {

  var edge = [ 0, 0 ], hash = {};
  var sortFunction = function ( a, b ) { return a - b };

  var keys = [ 'a', 'b', 'c', 'd' ];
  var geometry = new THREE.Geometry();

  var vertices = object.geometry.vertices;
  var faces = object.geometry.faces;

  for ( var i = 0, l = faces.length; i < l; i ++ ) {

    var face = faces[ i ];
    var length = face instanceof THREE.Face4 ? 4 : 3;

    for ( var j = 0; j < length; j ++ ) {

      edge[ 0 ] = face[ keys[ j ] ];
      edge[ 1 ] = face[ keys[ ( j + 1 ) % length ] ];
      edge.sort( sortFunction );

      var key = edge.toString();

      if ( hash[ key ] === undefined ) {

        geometry.vertices.push( vertices[ edge[ 0 ] ] );
        geometry.vertices.push( vertices[ edge[ 1 ] ] );

        hash[ key ] = true;

      }

    }

  }

  THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffffff } ), THREE.LinePieces );

  this.matrixAutoUpdate = false;
  this.matrixWorld = object.matrixWorld;

};

THREE.WireframeHelper.prototype = Object.create( THREE.Line.prototype );

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.ImmediateRenderObject = function () {

  THREE.Object3D.call( this );

  this.render = function ( renderCallback ) { };

};

THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );

/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.LensFlare = function ( texture, size, distance, blending, color ) {

  THREE.Object3D.call( this );

  this.lensFlares = [];

  this.positionScreen = new THREE.Vector3();
  this.customUpdateCallback = undefined;

  if( texture !== undefined ) {

    this.add( texture, size, distance, blending, color );

  }

};

THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );


/*
 * Add: adds another flare
 */

THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {

  if( size === undefined ) size = -1;
  if( distance === undefined ) distance = 0;
  if( opacity === undefined ) opacity = 1;
  if( color === undefined ) color = new THREE.Color( 0xffffff );
  if( blending === undefined ) blending = THREE.NormalBlending;

  distance = Math.min( distance, Math.max( 0, distance ) );

  this.lensFlares.push( { texture: texture,       // THREE.Texture
                        size: size,         // size in pixels (-1 = use texture.width)
                        distance: distance,     // distance (0-1) from light source (0=at light source)
                        x: 0, y: 0, z: 0,     // screen position (-1 => 1) z = 0 is ontop z = 1 is back
                        scale: 1,           // scale
                        rotation: 1,        // rotation
                        opacity: opacity,     // opacity
              color: color,       // color
                        blending: blending } );   // blending

};


/*
 * Update lens flares update positions on all flares based on the screen position
 * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
 */

THREE.LensFlare.prototype.updateLensFlares = function () {

  var f, fl = this.lensFlares.length;
  var flare;
  var vecX = -this.positionScreen.x * 2;
  var vecY = -this.positionScreen.y * 2;

  for( f = 0; f < fl; f ++ ) {

    flare = this.lensFlares[ f ];

    flare.x = this.positionScreen.x + vecX * flare.distance;
    flare.y = this.positionScreen.y + vecY * flare.distance;

    flare.wantedRotation = flare.x * Math.PI * 0.25;
    flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;

  }

};













/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.MorphBlendMesh = function( geometry, material ) {

  THREE.Mesh.call( this, geometry, material );

  this.animationsMap = {};
  this.animationsList = [];

  // prepare default animation
  // (all frames played together in 1 second)

  var numFrames = this.geometry.morphTargets.length;

  var name = "__default";

  var startFrame = 0;
  var endFrame = numFrames - 1;

  var fps = numFrames / 1;

  this.createAnimation( name, startFrame, endFrame, fps );
  this.setAnimationWeight( name, 1 );

};

THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );

THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {

  var animation = {

    startFrame: start,
    endFrame: end,

    length: end - start + 1,

    fps: fps,
    duration: ( end - start ) / fps,

    lastFrame: 0,
    currentFrame: 0,

    active: false,

    time: 0,
    direction: 1,
    weight: 1,

    directionBackwards: false,
    mirroredLoop: false

  };

  this.animationsMap[ name ] = animation;
  this.animationsList.push( animation );

};

THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {

  var pattern = /([a-z]+)(\d+)/;

  var firstAnimation, frameRanges = {};

  var geometry = this.geometry;

  for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {

    var morph = geometry.morphTargets[ i ];
    var chunks = morph.name.match( pattern );

    if ( chunks && chunks.length > 1 ) {

      var name = chunks[ 1 ];
      var num = chunks[ 2 ];

      if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: -Infinity };

      var range = frameRanges[ name ];

      if ( i < range.start ) range.start = i;
      if ( i > range.end ) range.end = i;

      if ( ! firstAnimation ) firstAnimation = name;

    }

  }

  for ( var name in frameRanges ) {

    var range = frameRanges[ name ];
    this.createAnimation( name, range.start, range.end, fps );

  }

  this.firstAnimation = firstAnimation;

};

THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {

  var animation = this.animationsMap[ name ];

  if ( animation ) {

    animation.direction = 1;
    animation.directionBackwards = false;

  }

};

THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {

  var animation = this.animationsMap[ name ];

  if ( animation ) {

    animation.direction = -1;
    animation.directionBackwards = true;

  }

};

THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {

  var animation = this.animationsMap[ name ];

  if ( animation ) {

    animation.fps = fps;
    animation.duration = ( animation.end - animation.start ) / animation.fps;

  }

};

THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {

  var animation = this.animationsMap[ name ];

  if ( animation ) {

    animation.duration = duration;
    animation.fps = ( animation.end - animation.start ) / animation.duration;

  }

};

THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {

  var animation = this.animationsMap[ name ];

  if ( animation ) {

    animation.weight = weight;

  }

};

THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {

  var animation = this.animationsMap[ name ];

  if ( animation ) {

    animation.time = time;

  }

};

THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {

  var time = 0;

  var animation = this.animationsMap[ name ];

  if ( animation ) {

    time = animation.time;

  }

  return time;

};

THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {

  var duration = -1;

  var animation = this.animationsMap[ name ];

  if ( animation ) {

    duration = animation.duration;

  }

  return duration;

};

THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {

  var animation = this.animationsMap[ name ];

  if ( animation ) {

    animation.time = 0;
    animation.active = true;

  } else {

    console.warn( "animation[" + name + "] undefined" );

  }

};

THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {

  var animation = this.animationsMap[ name ];

  if ( animation ) {

    animation.active = false;

  }

};

THREE.MorphBlendMesh.prototype.update = function ( delta ) {

  for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {

    var animation = this.animationsList[ i ];

    if ( ! animation.active ) continue;

    var frameTime = animation.duration / animation.length;

    animation.time += animation.direction * delta;

    if ( animation.mirroredLoop ) {

      if ( animation.time > animation.duration || animation.time < 0 ) {

        animation.direction *= -1;

        if ( animation.time > animation.duration ) {

          animation.time = animation.duration;
          animation.directionBackwards = true;

        }

        if ( animation.time < 0 ) {

          animation.time = 0;
          animation.directionBackwards = false;

        }

      }

    } else {

      animation.time = animation.time % animation.duration;

      if ( animation.time < 0 ) animation.time += animation.duration;

    }

    var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
    var weight = animation.weight;

    if ( keyframe !== animation.currentFrame ) {

      this.morphTargetInfluences[ animation.lastFrame ] = 0;
      this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;

      this.morphTargetInfluences[ keyframe ] = 0;

      animation.lastFrame = animation.currentFrame;
      animation.currentFrame = keyframe;

    }

    var mix = ( animation.time % frameTime ) / frameTime;

    if ( animation.directionBackwards ) mix = 1 - mix;

    this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
    this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;

  }

};

/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.LensFlarePlugin = function () {

  var _gl, _renderer, _precision, _lensFlare = {};

  this.init = function ( renderer ) {

    _gl = renderer.context;
    _renderer = renderer;

    _precision = renderer.getPrecision();

    _lensFlare.vertices = new Float32Array( 8 + 8 );
    _lensFlare.faces = new Uint16Array( 6 );

    var i = 0;
    _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
    _lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 0;  // uv... etc.

    _lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = -1;
    _lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 0;

    _lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;
    _lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;

    _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
    _lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 1;

    i = 0;
    _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
    _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;

    // buffers

    _lensFlare.vertexBuffer     = _gl.createBuffer();
    _lensFlare.elementBuffer    = _gl.createBuffer();

    _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
    _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );

    _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
    _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );

    // textures

    _lensFlare.tempTexture      = _gl.createTexture();
    _lensFlare.occlusionTexture = _gl.createTexture();

    _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
    _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
    _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
    _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
    _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
    _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );

    _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
    _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
    _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
    _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
    _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
    _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );

    if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {

      _lensFlare.hasVertexTexture = false;
      _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ], _precision );

    } else {

      _lensFlare.hasVertexTexture = true;
      _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ], _precision );

    }

    _lensFlare.attributes = {};
    _lensFlare.uniforms = {};

    _lensFlare.attributes.vertex       = _gl.getAttribLocation ( _lensFlare.program, "position" );
    _lensFlare.attributes.uv           = _gl.getAttribLocation ( _lensFlare.program, "uv" );

    _lensFlare.uniforms.renderType     = _gl.getUniformLocation( _lensFlare.program, "renderType" );
    _lensFlare.uniforms.map            = _gl.getUniformLocation( _lensFlare.program, "map" );
    _lensFlare.uniforms.occlusionMap   = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
    _lensFlare.uniforms.opacity        = _gl.getUniformLocation( _lensFlare.program, "opacity" );
    _lensFlare.uniforms.color          = _gl.getUniformLocation( _lensFlare.program, "color" );
    _lensFlare.uniforms.scale          = _gl.getUniformLocation( _lensFlare.program, "scale" );
    _lensFlare.uniforms.rotation       = _gl.getUniformLocation( _lensFlare.program, "rotation" );
    _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );

  };


  /*
   * Render lens flares
   * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
   *         reads these back and calculates occlusion.
   *         Then _lensFlare.update_lensFlares() is called to re-position and
   *         update transparency of flares. Then they are rendered.
   *
   */

  this.render = function ( scene, camera, viewportWidth, viewportHeight ) {

    var flares = scene.__webglFlares,
      nFlares = flares.length;

    if ( ! nFlares ) return;

    var tempPosition = new THREE.Vector3();

    var invAspect = viewportHeight / viewportWidth,
      halfViewportWidth = viewportWidth * 0.5,
      halfViewportHeight = viewportHeight * 0.5;

    var size = 16 / viewportHeight,
      scale = new THREE.Vector2( size * invAspect, size );

    var screenPosition = new THREE.Vector3( 1, 1, 0 ),
      screenPositionPixels = new THREE.Vector2( 1, 1 );

    var uniforms = _lensFlare.uniforms,
      attributes = _lensFlare.attributes;

    // set _lensFlare program and reset blending

    _gl.useProgram( _lensFlare.program );

    _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
    _gl.enableVertexAttribArray( _lensFlare.attributes.uv );

    // loop through all lens flares to update their occlusion and positions
    // setup gl and common used attribs/unforms

    _gl.uniform1i( uniforms.occlusionMap, 0 );
    _gl.uniform1i( uniforms.map, 1 );

    _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
    _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
    _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );

    _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );

    _gl.disable( _gl.CULL_FACE );
    _gl.depthMask( false );

    var i, j, jl, flare, sprite;

    for ( i = 0; i < nFlares; i ++ ) {

      size = 16 / viewportHeight;
      scale.set( size * invAspect, size );

      // calc object screen position

      flare = flares[ i ];

      tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );

      tempPosition.applyMatrix4( camera.matrixWorldInverse );
      tempPosition.applyProjection( camera.projectionMatrix );

      // setup arrays for gl programs

      screenPosition.copy( tempPosition )

      screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
      screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;

      // screen cull

      if ( _lensFlare.hasVertexTexture || (
        screenPositionPixels.x > 0 &&
        screenPositionPixels.x < viewportWidth &&
        screenPositionPixels.y > 0 &&
        screenPositionPixels.y < viewportHeight ) ) {

        // save current RGB to temp texture

        _gl.activeTexture( _gl.TEXTURE1 );
        _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
        _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );


        // render pink quad

        _gl.uniform1i( uniforms.renderType, 0 );
        _gl.uniform2f( uniforms.scale, scale.x, scale.y );
        _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );

        _gl.disable( _gl.BLEND );
        _gl.enable( _gl.DEPTH_TEST );

        _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );


        // copy result to occlusionMap

        _gl.activeTexture( _gl.TEXTURE0 );
        _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
        _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );


        // restore graphics

        _gl.uniform1i( uniforms.renderType, 1 );
        _gl.disable( _gl.DEPTH_TEST );

        _gl.activeTexture( _gl.TEXTURE1 );
        _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
        _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );


        // update object positions

        flare.positionScreen.copy( screenPosition )

        if ( flare.customUpdateCallback ) {

          flare.customUpdateCallback( flare );

        } else {

          flare.updateLensFlares();

        }

        // render flares

        _gl.uniform1i( uniforms.renderType, 2 );
        _gl.enable( _gl.BLEND );

        for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {

          sprite = flare.lensFlares[ j ];

          if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {

            screenPosition.x = sprite.x;
            screenPosition.y = sprite.y;
            screenPosition.z = sprite.z;

            size = sprite.size * sprite.scale / viewportHeight;

            scale.x = size * invAspect;
            scale.y = size;

            _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
            _gl.uniform2f( uniforms.scale, scale.x, scale.y );
            _gl.uniform1f( uniforms.rotation, sprite.rotation );

            _gl.uniform1f( uniforms.opacity, sprite.opacity );
            _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );

            _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
            _renderer.setTexture( sprite.texture, 1 );

            _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );

          }

        }

      }

    }

    // restore gl

    _gl.enable( _gl.CULL_FACE );
    _gl.enable( _gl.DEPTH_TEST );
    _gl.depthMask( true );

  };

  function createProgram ( shader, precision ) {

    var program = _gl.createProgram();

    var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
    var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );

    var prefix = "precision " + precision + " float;\n";

    _gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
    _gl.shaderSource( vertexShader, prefix + shader.vertexShader );

    _gl.compileShader( fragmentShader );
    _gl.compileShader( vertexShader );

    _gl.attachShader( program, fragmentShader );
    _gl.attachShader( program, vertexShader );

    _gl.linkProgram( program );

    return program;

  };

};

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.ShadowMapPlugin = function () {

  var _gl,
  _renderer,
  _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,

  _frustum = new THREE.Frustum(),
  _projScreenMatrix = new THREE.Matrix4(),

  _min = new THREE.Vector3(),
  _max = new THREE.Vector3(),

  _matrixPosition = new THREE.Vector3();

  this.init = function ( renderer ) {

    _gl = renderer.context;
    _renderer = renderer;

    var depthShader = THREE.ShaderLib[ "depthRGBA" ];
    var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );

    _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
    _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
    _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
    _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );

    _depthMaterial._shadowPass = true;
    _depthMaterialMorph._shadowPass = true;
    _depthMaterialSkin._shadowPass = true;
    _depthMaterialMorphSkin._shadowPass = true;

  };

  this.render = function ( scene, camera ) {

    if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;

    this.update( scene, camera );

  };

  this.update = function ( scene, camera ) {

    var i, il, j, jl, n,

    shadowMap, shadowMatrix, shadowCamera,
    program, buffer, material,
    webglObject, object, light,
    renderList,

    lights = [],
    k = 0,

    fog = null;

    // set GL state for depth map

    _gl.clearColor( 1, 1, 1, 1 );
    _gl.disable( _gl.BLEND );

    _gl.enable( _gl.CULL_FACE );
    _gl.frontFace( _gl.CCW );

    if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {

      _gl.cullFace( _gl.FRONT );

    } else {

      _gl.cullFace( _gl.BACK );

    }

    _renderer.setDepthTest( true );

    // preprocess lights
    //  - skip lights that are not casting shadows
    //  - create virtual lights for cascaded shadow maps

    for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {

      light = scene.__lights[ i ];

      if ( ! light.castShadow ) continue;

      if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {

        for ( n = 0; n < light.shadowCascadeCount; n ++ ) {

          var virtualLight;

          if ( ! light.shadowCascadeArray[ n ] ) {

            virtualLight = createVirtualLight( light, n );
            virtualLight.originalCamera = camera;

            var gyro = new THREE.Gyroscope();
            gyro.position = light.shadowCascadeOffset;

            gyro.add( virtualLight );
            gyro.add( virtualLight.target );

            camera.add( gyro );

            light.shadowCascadeArray[ n ] = virtualLight;

            console.log( "Created virtualLight", virtualLight );

          } else {

            virtualLight = light.shadowCascadeArray[ n ];

          }

          updateVirtualLight( light, n );

          lights[ k ] = virtualLight;
          k ++;

        }

      } else {

        lights[ k ] = light;
        k ++;

      }

    }

    // render depth map

    for ( i = 0, il = lights.length; i < il; i ++ ) {

      light = lights[ i ];

      if ( ! light.shadowMap ) {

        var shadowFilter = THREE.LinearFilter;

        if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {

          shadowFilter = THREE.NearestFilter;

        }

        var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };

        light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
        light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );

        light.shadowMatrix = new THREE.Matrix4();

      }

      if ( ! light.shadowCamera ) {

        if ( light instanceof THREE.SpotLight ) {

          light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );

        } else if ( light instanceof THREE.DirectionalLight ) {

          light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );

        } else {

          console.error( "Unsupported light type for shadow" );
          continue;

        }

        scene.add( light.shadowCamera );

        if ( scene.autoUpdate === true ) scene.updateMatrixWorld();

      }

      if ( light.shadowCameraVisible && ! light.cameraHelper ) {

        light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
        light.shadowCamera.add( light.cameraHelper );

      }

      if ( light.isVirtual && virtualLight.originalCamera == camera ) {

        updateShadowCamera( camera, light );

      }

      shadowMap = light.shadowMap;
      shadowMatrix = light.shadowMatrix;
      shadowCamera = light.shadowCamera;

      shadowCamera.position.getPositionFromMatrix( light.matrixWorld );
      _matrixPosition.getPositionFromMatrix( light.target.matrixWorld );
      shadowCamera.lookAt( _matrixPosition );
      shadowCamera.updateMatrixWorld();

      shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );

      if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
      if ( light.shadowCameraVisible ) light.cameraHelper.update();

      // compute shadow matrix

      shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
                0.0, 0.5, 0.0, 0.5,
                0.0, 0.0, 0.5, 0.5,
                0.0, 0.0, 0.0, 1.0 );

      shadowMatrix.multiply( shadowCamera.projectionMatrix );
      shadowMatrix.multiply( shadowCamera.matrixWorldInverse );

      // update camera matrices and frustum

      _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
      _frustum.setFromMatrix( _projScreenMatrix );

      // render shadow map

      _renderer.setRenderTarget( shadowMap );
      _renderer.clear();

      // set object matrices & frustum culling

      renderList = scene.__webglObjects;

      for ( j = 0, jl = renderList.length; j < jl; j ++ ) {

        webglObject = renderList[ j ];
        object = webglObject.object;

        webglObject.render = false;

        if ( object.visible && object.castShadow ) {

          if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {

            object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );

            webglObject.render = true;

          }

        }

      }

      // render regular objects

      var objectMaterial, useMorphing, useSkinning;

      for ( j = 0, jl = renderList.length; j < jl; j ++ ) {

        webglObject = renderList[ j ];

        if ( webglObject.render ) {

          object = webglObject.object;
          buffer = webglObject.buffer;

          // culling is overriden globally for all objects
          // while rendering depth map

          // need to deal with MeshFaceMaterial somehow
          // in that case just use the first of material.materials for now
          // (proper solution would require to break objects by materials
          //  similarly to regular rendering and then set corresponding
          //  depth materials per each chunk instead of just once per object)

          objectMaterial = getObjectMaterial( object );

          useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
          useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;

          if ( object.customDepthMaterial ) {

            material = object.customDepthMaterial;

          } else if ( useSkinning ) {

            material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;

          } else if ( useMorphing ) {

            material = _depthMaterialMorph;

          } else {

            material = _depthMaterial;

          }

          if ( buffer instanceof THREE.BufferGeometry ) {

            _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );

          } else {

            _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );

          }

        }

      }

      // set matrices and render immediate objects

      renderList = scene.__webglObjectsImmediate;

      for ( j = 0, jl = renderList.length; j < jl; j ++ ) {

        webglObject = renderList[ j ];
        object = webglObject.object;

        if ( object.visible && object.castShadow ) {

          object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );

          _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );

        }

      }

    }

    // restore GL state

    var clearColor = _renderer.getClearColor(),
    clearAlpha = _renderer.getClearAlpha();

    _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
    _gl.enable( _gl.BLEND );

    if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {

      _gl.cullFace( _gl.BACK );

    }

  };

  function createVirtualLight( light, cascade ) {

    var virtualLight = new THREE.DirectionalLight();

    virtualLight.isVirtual = true;

    virtualLight.onlyShadow = true;
    virtualLight.castShadow = true;

    virtualLight.shadowCameraNear = light.shadowCameraNear;
    virtualLight.shadowCameraFar = light.shadowCameraFar;

    virtualLight.shadowCameraLeft = light.shadowCameraLeft;
    virtualLight.shadowCameraRight = light.shadowCameraRight;
    virtualLight.shadowCameraBottom = light.shadowCameraBottom;
    virtualLight.shadowCameraTop = light.shadowCameraTop;

    virtualLight.shadowCameraVisible = light.shadowCameraVisible;

    virtualLight.shadowDarkness = light.shadowDarkness;

    virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
    virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
    virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];

    virtualLight.pointsWorld = [];
    virtualLight.pointsFrustum = [];

    var pointsWorld = virtualLight.pointsWorld,
      pointsFrustum = virtualLight.pointsFrustum;

    for ( var i = 0; i < 8; i ++ ) {

      pointsWorld[ i ] = new THREE.Vector3();
      pointsFrustum[ i ] = new THREE.Vector3();

    }

    var nearZ = light.shadowCascadeNearZ[ cascade ];
    var farZ = light.shadowCascadeFarZ[ cascade ];

    pointsFrustum[ 0 ].set( -1, -1, nearZ );
    pointsFrustum[ 1 ].set(  1, -1, nearZ );
    pointsFrustum[ 2 ].set( -1,  1, nearZ );
    pointsFrustum[ 3 ].set(  1,  1, nearZ );

    pointsFrustum[ 4 ].set( -1, -1, farZ );
    pointsFrustum[ 5 ].set(  1, -1, farZ );
    pointsFrustum[ 6 ].set( -1,  1, farZ );
    pointsFrustum[ 7 ].set(  1,  1, farZ );

    return virtualLight;

  }

  // Synchronize virtual light with the original light

  function updateVirtualLight( light, cascade ) {

    var virtualLight = light.shadowCascadeArray[ cascade ];

    virtualLight.position.copy( light.position );
    virtualLight.target.position.copy( light.target.position );
    virtualLight.lookAt( virtualLight.target );

    virtualLight.shadowCameraVisible = light.shadowCameraVisible;
    virtualLight.shadowDarkness = light.shadowDarkness;

    virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];

    var nearZ = light.shadowCascadeNearZ[ cascade ];
    var farZ = light.shadowCascadeFarZ[ cascade ];

    var pointsFrustum = virtualLight.pointsFrustum;

    pointsFrustum[ 0 ].z = nearZ;
    pointsFrustum[ 1 ].z = nearZ;
    pointsFrustum[ 2 ].z = nearZ;
    pointsFrustum[ 3 ].z = nearZ;

    pointsFrustum[ 4 ].z = farZ;
    pointsFrustum[ 5 ].z = farZ;
    pointsFrustum[ 6 ].z = farZ;
    pointsFrustum[ 7 ].z = farZ;

  }

  // Fit shadow camera's ortho frustum to camera frustum

  function updateShadowCamera( camera, light ) {

    var shadowCamera = light.shadowCamera,
      pointsFrustum = light.pointsFrustum,
      pointsWorld = light.pointsWorld;

    _min.set( Infinity, Infinity, Infinity );
    _max.set( -Infinity, -Infinity, -Infinity );

    for ( var i = 0; i < 8; i ++ ) {

      var p = pointsWorld[ i ];

      p.copy( pointsFrustum[ i ] );
      THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );

      p.applyMatrix4( shadowCamera.matrixWorldInverse );

      if ( p.x < _min.x ) _min.x = p.x;
      if ( p.x > _max.x ) _max.x = p.x;

      if ( p.y < _min.y ) _min.y = p.y;
      if ( p.y > _max.y ) _max.y = p.y;

      if ( p.z < _min.z ) _min.z = p.z;
      if ( p.z > _max.z ) _max.z = p.z;

    }

    shadowCamera.left = _min.x;
    shadowCamera.right = _max.x;
    shadowCamera.top = _max.y;
    shadowCamera.bottom = _min.y;

    // can't really fit near/far
    //shadowCamera.near = _min.z;
    //shadowCamera.far = _max.z;

    shadowCamera.updateProjectionMatrix();

  }

  // For the moment just ignore objects that have multiple materials with different animation methods
  // Only the first material will be taken into account for deciding which depth material to use for shadow maps

  function getObjectMaterial( object ) {

    return object.material instanceof THREE.MeshFaceMaterial
      ? object.material.materials[ 0 ]
      : object.material;

  };

};

THREE.ShadowMapPlugin.__projector = new THREE.Projector();

/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.SpritePlugin = function () {

  var _gl, _renderer, _precision, _sprite = {};

  this.init = function ( renderer ) {

    _gl = renderer.context;
    _renderer = renderer;

    _precision = renderer.getPrecision();

    _sprite.vertices = new Float32Array( 8 + 8 );
    _sprite.faces    = new Uint16Array( 6 );

    var i = 0;

    _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex 0
    _sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 0;  // uv 0

    _sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = -1; // vertex 1
    _sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 0;  // uv 1

    _sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;  // vertex 2
    _sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;  // uv 2

    _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;  // vertex 3
    _sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 1;  // uv 3

    i = 0;

    _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
    _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;

    _sprite.vertexBuffer  = _gl.createBuffer();
    _sprite.elementBuffer = _gl.createBuffer();

    _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
    _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );

    _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
    _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );

    _sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ], _precision );

    _sprite.attributes = {};
    _sprite.uniforms = {};

    _sprite.attributes.position           = _gl.getAttribLocation ( _sprite.program, "position" );
    _sprite.attributes.uv                 = _gl.getAttribLocation ( _sprite.program, "uv" );

    _sprite.uniforms.uvOffset             = _gl.getUniformLocation( _sprite.program, "uvOffset" );
    _sprite.uniforms.uvScale              = _gl.getUniformLocation( _sprite.program, "uvScale" );

    _sprite.uniforms.rotation             = _gl.getUniformLocation( _sprite.program, "rotation" );
    _sprite.uniforms.scale                = _gl.getUniformLocation( _sprite.program, "scale" );
    _sprite.uniforms.alignment            = _gl.getUniformLocation( _sprite.program, "alignment" );

    _sprite.uniforms.color                = _gl.getUniformLocation( _sprite.program, "color" );
    _sprite.uniforms.map                  = _gl.getUniformLocation( _sprite.program, "map" );
    _sprite.uniforms.opacity              = _gl.getUniformLocation( _sprite.program, "opacity" );

    _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
    _sprite.uniforms.sizeAttenuation      = _gl.getUniformLocation( _sprite.program, "sizeAttenuation" );
    _sprite.uniforms.screenPosition       = _gl.getUniformLocation( _sprite.program, "screenPosition" );
    _sprite.uniforms.modelViewMatrix      = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
    _sprite.uniforms.projectionMatrix     = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );

    _sprite.uniforms.fogType          = _gl.getUniformLocation( _sprite.program, "fogType" );
    _sprite.uniforms.fogDensity       = _gl.getUniformLocation( _sprite.program, "fogDensity" );
    _sprite.uniforms.fogNear          = _gl.getUniformLocation( _sprite.program, "fogNear" );
    _sprite.uniforms.fogFar           = _gl.getUniformLocation( _sprite.program, "fogFar" );
    _sprite.uniforms.fogColor           = _gl.getUniformLocation( _sprite.program, "fogColor" );

    _sprite.uniforms.alphaTest          = _gl.getUniformLocation( _sprite.program, "alphaTest" );

  };

  this.render = function ( scene, camera, viewportWidth, viewportHeight ) {

    var sprites = scene.__webglSprites,
      nSprites = sprites.length;

    if ( ! nSprites ) return;

    var attributes = _sprite.attributes,
      uniforms = _sprite.uniforms;

    var invAspect = viewportHeight / viewportWidth;

    var halfViewportWidth = viewportWidth * 0.5,
      halfViewportHeight = viewportHeight * 0.5;

    // setup gl

    _gl.useProgram( _sprite.program );

    _gl.enableVertexAttribArray( attributes.position );
    _gl.enableVertexAttribArray( attributes.uv );

    _gl.disable( _gl.CULL_FACE );
    _gl.enable( _gl.BLEND );

    _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
    _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
    _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );

    _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );

    _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );

    _gl.activeTexture( _gl.TEXTURE0 );
    _gl.uniform1i( uniforms.map, 0 );

    var oldFogType = 0;
    var sceneFogType = 0;
    var fog = scene.fog;

    if ( fog ) {

      _gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );

      if ( fog instanceof THREE.Fog ) {

        _gl.uniform1f( uniforms.fogNear, fog.near );
        _gl.uniform1f( uniforms.fogFar, fog.far );

        _gl.uniform1i( uniforms.fogType, 1 );
        oldFogType = 1;
        sceneFogType = 1;

      } else if ( fog instanceof THREE.FogExp2 ) {

        _gl.uniform1f( uniforms.fogDensity, fog.density );

        _gl.uniform1i( uniforms.fogType, 2 );
        oldFogType = 2;
        sceneFogType = 2;

      }

    } else {

      _gl.uniform1i( uniforms.fogType, 0 );
      oldFogType = 0;
      sceneFogType = 0;

    }


    // update positions and sort

    var i, sprite, material, screenPosition, size, fogType, scale = [];

    for( i = 0; i < nSprites; i ++ ) {

      sprite = sprites[ i ];
      material = sprite.material;

      if ( ! sprite.visible || material.opacity === 0 ) continue;

      if ( ! material.useScreenCoordinates ) {

        sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
        sprite.z = - sprite._modelViewMatrix.elements[ 14 ];

      } else {

        sprite.z = - sprite.position.z;

      }

    }

    sprites.sort( painterSortStable );

    // render all sprites

    for( i = 0; i < nSprites; i ++ ) {

      sprite = sprites[ i ];
      material = sprite.material;

      if ( ! sprite.visible || material.opacity === 0 ) continue;

      if ( material.map && material.map.image && material.map.image.width ) {

        _gl.uniform1f( uniforms.alphaTest, material.alphaTest );

        if ( material.useScreenCoordinates === true ) {

          _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
          _gl.uniform3f(
            uniforms.screenPosition,
            ( ( sprite.position.x * _renderer.devicePixelRatio ) - halfViewportWidth  ) / halfViewportWidth,
            ( halfViewportHeight - ( sprite.position.y * _renderer.devicePixelRatio ) ) / halfViewportHeight,
            Math.max( 0, Math.min( 1, sprite.position.z ) )
          );

          scale[ 0 ] = _renderer.devicePixelRatio;
          scale[ 1 ] = _renderer.devicePixelRatio;

        } else {

          _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
          _gl.uniform1i( uniforms.sizeAttenuation, material.sizeAttenuation ? 1 : 0 );
          _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );

          scale[ 0 ] = 1;
          scale[ 1 ] = 1;

        }

        if ( scene.fog && material.fog ) {

          fogType = sceneFogType;

        } else {

          fogType = 0;

        }

        if ( oldFogType !== fogType ) {

          _gl.uniform1i( uniforms.fogType, fogType );
          oldFogType = fogType;

        }

        size = 1 / ( material.scaleByViewport ? viewportHeight : 1 );

        scale[ 0 ] *= size * invAspect * sprite.scale.x
        scale[ 1 ] *= size * sprite.scale.y;

        _gl.uniform2f( uniforms.uvScale, material.uvScale.x, material.uvScale.y );
        _gl.uniform2f( uniforms.uvOffset, material.uvOffset.x, material.uvOffset.y );
        _gl.uniform2f( uniforms.alignment, material.alignment.x, material.alignment.y );

        _gl.uniform1f( uniforms.opacity, material.opacity );
        _gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );

        _gl.uniform1f( uniforms.rotation, sprite.rotation );
        _gl.uniform2fv( uniforms.scale, scale );

        _renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
        _renderer.setDepthTest( material.depthTest );
        _renderer.setDepthWrite( material.depthWrite );
        _renderer.setTexture( material.map, 0 );

        _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );

      }

    }

    // restore gl

    _gl.enable( _gl.CULL_FACE );

  };

  function createProgram ( shader, precision ) {

    var program = _gl.createProgram();

    var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
    var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );

    var prefix = "precision " + precision + " float;\n";

    _gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
    _gl.shaderSource( vertexShader, prefix + shader.vertexShader );

    _gl.compileShader( fragmentShader );
    _gl.compileShader( vertexShader );

    _gl.attachShader( program, fragmentShader );
    _gl.attachShader( program, vertexShader );

    _gl.linkProgram( program );

    return program;

  };

  function painterSortStable ( a, b ) {

    if ( a.z !== b.z ) {

      return b.z - a.z;

    } else {

      return b.id - a.id;

    }

  };

};

/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.DepthPassPlugin = function () {

  this.enabled = false;
  this.renderTarget = null;

  var _gl,
  _renderer,
  _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,

  _frustum = new THREE.Frustum(),
  _projScreenMatrix = new THREE.Matrix4();

  this.init = function ( renderer ) {

    _gl = renderer.context;
    _renderer = renderer;

    var depthShader = THREE.ShaderLib[ "depthRGBA" ];
    var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );

    _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
    _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
    _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
    _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );

    _depthMaterial._shadowPass = true;
    _depthMaterialMorph._shadowPass = true;
    _depthMaterialSkin._shadowPass = true;
    _depthMaterialMorphSkin._shadowPass = true;

  };

  this.render = function ( scene, camera ) {

    if ( ! this.enabled ) return;

    this.update( scene, camera );

  };

  this.update = function ( scene, camera ) {

    var i, il, j, jl, n,

    program, buffer, material,
    webglObject, object, light,
    renderList,

    fog = null;

    // set GL state for depth map

    _gl.clearColor( 1, 1, 1, 1 );
    _gl.disable( _gl.BLEND );

    _renderer.setDepthTest( true );

    // update scene

    if ( scene.autoUpdate === true ) scene.updateMatrixWorld();

    // update camera matrices and frustum

    camera.matrixWorldInverse.getInverse( camera.matrixWorld );

    _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
    _frustum.setFromMatrix( _projScreenMatrix );

    // render depth map

    _renderer.setRenderTarget( this.renderTarget );
    _renderer.clear();

    // set object matrices & frustum culling

    renderList = scene.__webglObjects;

    for ( j = 0, jl = renderList.length; j < jl; j ++ ) {

      webglObject = renderList[ j ];
      object = webglObject.object;

      webglObject.render = false;

      if ( object.visible ) {

        if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {

          object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );

          webglObject.render = true;

        }

      }

    }

    // render regular objects

    var objectMaterial, useMorphing, useSkinning;

    for ( j = 0, jl = renderList.length; j < jl; j ++ ) {

      webglObject = renderList[ j ];

      if ( webglObject.render ) {

        object = webglObject.object;
        buffer = webglObject.buffer;

        // todo: create proper depth material for particles

        if ( object instanceof THREE.ParticleSystem && !object.customDepthMaterial ) continue;

        objectMaterial = getObjectMaterial( object );

        if ( objectMaterial ) _renderer.setMaterialFaces( object.material );

        useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
        useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;

        if ( object.customDepthMaterial ) {

          material = object.customDepthMaterial;

        } else if ( useSkinning ) {

          material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;

        } else if ( useMorphing ) {

          material = _depthMaterialMorph;

        } else {

          material = _depthMaterial;

        }

        if ( buffer instanceof THREE.BufferGeometry ) {

          _renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object );

        } else {

          _renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object );

        }

      }

    }

    // set matrices and render immediate objects

    renderList = scene.__webglObjectsImmediate;

    for ( j = 0, jl = renderList.length; j < jl; j ++ ) {

      webglObject = renderList[ j ];
      object = webglObject.object;

      if ( object.visible ) {

        object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );

        _renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );

      }

    }

    // restore GL state

    var clearColor = _renderer.getClearColor(),
    clearAlpha = _renderer.getClearAlpha();

    _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
    _gl.enable( _gl.BLEND );

  };

  // For the moment just ignore objects that have multiple materials with different animation methods
  // Only the first material will be taken into account for deciding which depth material to use

  function getObjectMaterial( object ) {

    return object.material instanceof THREE.MeshFaceMaterial
      ? object.material.materials[ 0 ]
      : object.material;

  };

};


/**
 * @author mikael emtinger / http://gomo.se/
 */

THREE.ShaderFlares = {

  'lensFlareVertexTexture': {

    vertexShader: [

      "uniform lowp int renderType;",

      "uniform vec3 screenPosition;",
      "uniform vec2 scale;",
      "uniform float rotation;",

      "uniform sampler2D occlusionMap;",

      "attribute vec2 position;",
      "attribute vec2 uv;",

      "varying vec2 vUV;",
      "varying float vVisibility;",

      "void main() {",

        "vUV = uv;",

        "vec2 pos = position;",

        "if( renderType == 2 ) {",

          "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
          "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
          "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
          "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
          "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
          "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
          "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
          "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
          "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",

          "vVisibility =        visibility.r / 9.0;",
          "vVisibility *= 1.0 - visibility.g / 9.0;",
          "vVisibility *=       visibility.b / 9.0;",
          "vVisibility *= 1.0 - visibility.a / 9.0;",

          "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
          "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",

        "}",

        "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",

      "}"

    ].join( "\n" ),

    fragmentShader: [

      "uniform lowp int renderType;",

      "uniform sampler2D map;",
      "uniform float opacity;",
      "uniform vec3 color;",

      "varying vec2 vUV;",
      "varying float vVisibility;",

      "void main() {",

        // pink square

        "if( renderType == 0 ) {",

          "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",

        // restore

        "} else if( renderType == 1 ) {",

          "gl_FragColor = texture2D( map, vUV );",

        // flare

        "} else {",

          "vec4 texture = texture2D( map, vUV );",
          "texture.a *= opacity * vVisibility;",
          "gl_FragColor = texture;",
          "gl_FragColor.rgb *= color;",

        "}",

      "}"
    ].join( "\n" )

  },


  'lensFlare': {

    vertexShader: [

      "uniform lowp int renderType;",

      "uniform vec3 screenPosition;",
      "uniform vec2 scale;",
      "uniform float rotation;",

      "attribute vec2 position;",
      "attribute vec2 uv;",

      "varying vec2 vUV;",

      "void main() {",

        "vUV = uv;",

        "vec2 pos = position;",

        "if( renderType == 2 ) {",

          "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
          "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",

        "}",

        "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",

      "}"

    ].join( "\n" ),

    fragmentShader: [

      "precision mediump float;",

      "uniform lowp int renderType;",

      "uniform sampler2D map;",
      "uniform sampler2D occlusionMap;",
      "uniform float opacity;",
      "uniform vec3 color;",

      "varying vec2 vUV;",

      "void main() {",

        // pink square

        "if( renderType == 0 ) {",

          "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",

        // restore

        "} else if( renderType == 1 ) {",

          "gl_FragColor = texture2D( map, vUV );",

        // flare

        "} else {",

          "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
          "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
          "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
          "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
          "visibility = ( 1.0 - visibility / 4.0 );",

          "vec4 texture = texture2D( map, vUV );",
          "texture.a *= opacity * visibility;",
          "gl_FragColor = texture;",
          "gl_FragColor.rgb *= color;",

        "}",

      "}"

    ].join( "\n" )

  }

};

/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 *
 */

THREE.ShaderSprite = {

  'sprite': {

    vertexShader: [

      "uniform int useScreenCoordinates;",
      "uniform int sizeAttenuation;",
      "uniform vec3 screenPosition;",
      "uniform mat4 modelViewMatrix;",
      "uniform mat4 projectionMatrix;",
      "uniform float rotation;",
      "uniform vec2 scale;",
      "uniform vec2 alignment;",
      "uniform vec2 uvOffset;",
      "uniform vec2 uvScale;",

      "attribute vec2 position;",
      "attribute vec2 uv;",

      "varying vec2 vUV;",

      "void main() {",

        "vUV = uvOffset + uv * uvScale;",

        "vec2 alignedPosition = position + alignment;",

        "vec2 rotatedPosition;",
        "rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;",
        "rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;",

        "vec4 finalPosition;",

        "if( useScreenCoordinates != 0 ) {",

          "finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );",

        "} else {",

          "finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );",
          "finalPosition.xy += rotatedPosition * ( sizeAttenuation == 1 ? 1.0 : finalPosition.z );",

        "}",

        "gl_Position = finalPosition;",

      "}"

    ].join( "\n" ),

    fragmentShader: [

      "uniform vec3 color;",
      "uniform sampler2D map;",
      "uniform float opacity;",

      "uniform int fogType;",
      "uniform vec3 fogColor;",
      "uniform float fogDensity;",
      "uniform float fogNear;",
      "uniform float fogFar;",
      "uniform float alphaTest;",

      "varying vec2 vUV;",

      "void main() {",

        "vec4 texture = texture2D( map, vUV );",

        "if ( texture.a < alphaTest ) discard;",

        "gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );",

        "if ( fogType > 0 ) {",

          "float depth = gl_FragCoord.z / gl_FragCoord.w;",
          "float fogFactor = 0.0;",

          "if ( fogType == 1 ) {",

            "fogFactor = smoothstep( fogNear, fogFar, depth );",

          "} else {",

            "const float LOG2 = 1.442695;",
            "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
            "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",

          "}",

          "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",

        "}",

      "}"

    ].join( "\n" )

  }

};
